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68
Assets/Darkmatter/Code/Domain/Player/LocomotionState.cs
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68
Assets/Darkmatter/Code/Domain/Player/LocomotionState.cs
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using Darkmatter.Core;
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using System;
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using UnityEngine;
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namespace Darkmatter.Domain
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{
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public class LocomotionState : State<PlayerStateMachine>
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{
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public LocomotionState(PlayerStateMachine runner) : base(runner) { }
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private IInputReader inputReader => runner.inputReader;
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private PlayerConfigSO playerConfig => runner.playerConfig;
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private IPlayerAnim playerAnim => runner.playerAnim;
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public override void Enter()
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{
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Debug.Log("Starting player Locomotion");
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inputReader.OnJumpPerformed += HandlePlayerJump;
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}
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public override void Update()
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{
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HandlePlayerMovement();
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CheckForStateBreak();
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}
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public override void LateUpdate()
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{
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HandlePlayerRotation();
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}
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public override void Exit()
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{
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Debug.Log("Exiting Player Locomotion State");
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inputReader.OnJumpPerformed -= HandlePlayerJump;
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}
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//Locomotion Functions
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private void CheckForStateBreak()
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{
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if (!runner.playerController.isGrounded)
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{
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runner.ChangeState(new AirboneState(runner));
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}
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}
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private void HandlePlayerRotation()
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{
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runner.RotateCamera(inputReader.lookInput);
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}
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private void HandlePlayerMovement()
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{
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runner.Move(inputReader.moveInput, playerConfig.moveSpeed);
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}
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private void HandlePlayerJump()
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{
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runner.playerController.Jump(playerConfig.jumpForce);
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playerAnim.PlayJumpAnim();
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}
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}
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}
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