BITFALL/Assets/Artists/Scripts/Player/CharacterControllerPro/PlayerCharacterState.cs

80 lines
1.6 KiB
C#

using BITFALL.Player.Movement;
using BITKit;
using BITKit.Entities;
using BITKit.StateMachine;
using Lightbug.CharacterControllerPro.Core;
using UnityEngine;
namespace BITFALL.Entities.Player.Movement.States
{
public abstract class PlayerCharacterState : IEntityMovementState
{
[Inject] public PlayerCharacterController self;
[SerializeField] protected CharacterActor actor;
private IEntityMovementState entryState;
public bool Enabled { get; set; }
public virtual void Initialize()
{
}
public virtual void OnStateEntry(IState old)
{
entryState=old is IPlayerRunState or IPlayerSprintState ? old as IEntityMovementState: null;
}
public virtual void OnStateUpdate(float deltaTime)
{
}
public virtual void OnStateExit(IState old, IState newState)
{
}
public virtual void UpdateVelocity(ref Vector3 currentVelocity,float deltaTime)
{
}
public virtual void UpdateRotation(ref Quaternion currentRotation,float deltaTime)
{
}
public virtual void BeforeUpdateMovement(float deltaTime)
{
}
public virtual void AfterUpdateMovement(float deltaTime)
{
}
public virtual void ExecuteCommand<T>(T command)
{
}
protected virtual void Exit()
{
if ( entryState is not null)
{
if ( entryState is IPlayerWalkState or IPlayerRunState or IPlayerSprintState && self.topBlocked )
{
self.TransitionState<Crouch>();
}
else
{
self.TransitionState(entryState);
}
}
else
{
if (self.topBlocked)
{
self.TransitionState<Crouch>();
}
else
{
self.TransitionState<Walk>();
}
}
}
}
}