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2024-10-17 17:23:05 +03:00
using StateMachine;
using UnityEngine;
namespace Player.States
{
public class Walk : State<PlayerState>
{
private readonly Player _player;
private static readonly int AnimWalk = Animator.StringToHash("Walk");
public Walk(Player player) : base(PlayerState.Walk)
{
_player = player;
}
public override void Enter()
{
_player.animator.SetBool(AnimWalk, true);
}
public override void Update()
{
Vector3 velocity = _player.moveDirection * (_player.walkSpeed * Time.deltaTime);
_player.playerRigidbody.velocity = new Vector3(velocity.x, _player.playerRigidbody.velocity.y, velocity.z);
if (Input.GetKeyDown(KeyCode.LeftShift) && (Input.GetAxis("Horizontal") != 0f || Input.GetAxis("Vertical") != 0f))
{
_player.StateMachine.SetCurrentState(PlayerState.Run);
}
// var nowasd = Input.GetAxis("Horizontal") == 0f || Input.GetAxis("Vertical") == 0f;
//
// if(nowasd) _player.StateMachine.SetCurrentState(PlayerState.Idle);
}
public override void Exit()
{
_player.animator.SetBool(AnimWalk, false);
}
}
}