42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
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using StateMachine;
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using UnityEngine;
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namespace Player.States
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{
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public class Walk : State<PlayerState>
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{
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private readonly Player _player;
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private static readonly int AnimWalk = Animator.StringToHash("Walk");
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public Walk(Player player) : base(PlayerState.Walk)
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{
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_player = player;
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}
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public override void Enter()
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{
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_player.animator.SetBool(AnimWalk, true);
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}
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public override void Update()
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{
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Vector3 velocity = _player.moveDirection * (_player.walkSpeed * Time.deltaTime);
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_player.playerRigidbody.velocity = new Vector3(velocity.x, _player.playerRigidbody.velocity.y, velocity.z);
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if (Input.GetKeyDown(KeyCode.LeftShift) && (Input.GetAxis("Horizontal") != 0f || Input.GetAxis("Vertical") != 0f))
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{
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_player.StateMachine.SetCurrentState(PlayerState.Run);
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}
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// var nowasd = Input.GetAxis("Horizontal") == 0f || Input.GetAxis("Vertical") == 0f;
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//
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// if(nowasd) _player.StateMachine.SetCurrentState(PlayerState.Idle);
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}
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public override void Exit()
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{
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_player.animator.SetBool(AnimWalk, false);
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}
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}
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}
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