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using System.Collections;
using System.Collections.Generic;
using Mirror;
using StateMachine;
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using UnityEngine;
namespace Player.States
{
public class Jump : State<PlayerState>
{
private readonly Player _player;
private static readonly int AnimJump = Animator.StringToHash("Jump");
public Jump(Player player) : base(PlayerState.Jump)
{
_player = player;
}
public override void Enter()
{
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Debug.Log("ENTER");
_player.animator.SetBool(AnimJump, true);
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_player.playerRigidbody.AddForce(Vector3.up * _player.jumpForce, ForceMode.Impulse);
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_player.StartCoroutine(ResetJumpAnimation());
}
private IEnumerator ResetJumpAnimation()
{
yield return new WaitForSeconds(.2f); // Adjust the delay as needed
_player.animator.SetBool(AnimJump, false);
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}
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private Vector3 _velocity;
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public override void Update()
{
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if (_player.isGrounded && (Input.GetAxis("Horizontal") != 0f || Input.GetAxis("Vertical") != 0f) && Input.GetKey(KeyCode.LeftShift))
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{
_player.StateMachine.SetCurrentState(PlayerState.Run);
}
else if (_player.isGrounded)
{
_player.StateMachine.SetCurrentState(PlayerState.Walk);
}
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_velocity = _player.moveDirection * (_player.runSpeed * .5f) * Time.fixedDeltaTime;
}
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public override void FixedUpdate()
{
_player.playerRigidbody.velocity = new Vector3(_velocity.x, _player.playerRigidbody.velocity.y, _velocity.z) ;
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}
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public override void Exit()
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{
// Additional exit logic if needed
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}
}
}