2024-10-17 23:09:51 +03:00

38 lines
1.1 KiB
C#

using StateMachine;
using UnityEngine;
namespace Player.States
{
public class Run : State<PlayerState>
{
private readonly Player _player;
private static readonly int AnimRun = Animator.StringToHash("Run");
public Run(Player player) : base(PlayerState.Run)
{
_player = player;
}
public override void Enter()
{
_player.animator.SetBool(AnimRun, true);
}
public override void Update()
{
Vector3 velocity = _player.moveDirection * (_player.runSpeed * Time.deltaTime);
_player.playerRigidbody.velocity = new Vector3(velocity.x, _player.playerRigidbody.velocity.y, velocity.z);
if (Input.GetKeyUp(KeyCode.LeftShift) || (Input.GetAxis("Horizontal") == 0f && Input.GetAxis("Vertical") == 0f))
{
_player.StateMachine.SetCurrentState(PlayerState.Walk);
}
}
public override void Exit()
{
_player.animator.SetBool(AnimRun, false);
}
}
}