Files
2023-04-24 01:19:26 +03:00

62 lines
1.8 KiB
C#

using UnityEngine;
public class WalkState : GroundParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.animation = "Walk";
player.enter = true;
player.animationFrames = 0;
return;
}
player.canDoubleJump = true;
player.animationFrames++;
bool forwardDash = player.direction.x * player.flip == 1 ? true : false;
DemonicsFloat walkSpeed = forwardDash ? player.playerStats.SpeedWalk : player.playerStats.SpeedWalkBackwards;
player.velocity = new DemonicsVector2(player.direction.x * walkSpeed, 0);
bool footstep = player.player.PlayerAnimator.GetFootstep(player.animation, player.animationFrames, out int cel);
if (cel != player.cel && footstep)
{
player.cel = cel;
player.soundGroup = "Footsteps";
}
CheckFlip(player);
base.UpdateLogic(player);
ToIdleState(player);
ToJumpState(player);
ToJumpForwardState(player);
ToCrouchState(player);
}
private void ToCrouchState(PlayerNetwork player)
{
if (player.direction.y < 0)
{
EnterState(player, "Crouch");
}
}
private void ToJumpState(PlayerNetwork player)
{
if (player.direction.y > 0)
{
player.jumpDirection = 0;
EnterState(player, "PreJump");
}
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.direction.y > 0 && player.direction.x != 0)
{
player.jumpDirection = (int)player.direction.x;
EnterState(player, "PreJump");
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.direction.x == 0)
{
EnterState(player, "Idle");
}
}
}