53 lines
1.7 KiB
C#
53 lines
1.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Mirror;
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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 Jump : State<PlayerState>
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{
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private readonly Player _player;
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private static readonly int AnimJump = Animator.StringToHash("Jump");
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public Jump(Player player) : base(PlayerState.Jump)
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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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Debug.Log("ENTER");
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_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());
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}
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private IEnumerator ResetJumpAnimation()
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{
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yield return new WaitForSeconds(.2f); // Adjust the delay as needed
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_player.animator.SetBool(AnimJump, false);
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}
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public override void Update()
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{
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if (_player.isGrounded && (Input.GetAxis("Horizontal") != 0f || Input.GetAxis("Vertical") != 0f) && Input.GetKey(KeyCode.LeftShift))
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{
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_player.StateMachine.SetCurrentState(PlayerState.Run);
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}
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else if (_player.isGrounded)
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{
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_player.StateMachine.SetCurrentState(PlayerState.Walk);
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}
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Vector3 velocity = _player.moveDirection * (_player.runSpeed * .5f * Time.deltaTime);
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_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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{
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// Additional exit logic if needed
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}
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}
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} |