trouble-in-terror-town/Assets/Scripts/Player/Character/Controller/CharacterStateChanger.cs

81 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
namespace TTTSC.Player.Character.Controller
{
[RequireComponent(typeof(CharacterStateMachine))]
public class CharacterStateChanger : NetworkBehaviour
{
private PlayerGhostReffrenceHub _playerGhostReffrenceHub;
private PlayerInputReceiver _playerInputReceiver;
private CharacterStateMachine _characterStateMachine;
private bool _walkIsPerforming, _crouchIsHeld, _sprintIsPerforming;
private void Start()
{
_playerGhostReffrenceHub = GetComponentInParent<PlayerGhostReffrenceHub>();
_playerInputReceiver = _playerGhostReffrenceHub.playerInputReceiver;
_characterStateMachine = GetComponent<CharacterStateMachine>();
_playerInputReceiver.MoveInputEvent += Walk;
_playerInputReceiver.CrouchInputEvent += Crouch;
_playerInputReceiver.SprintInputEvent += Sprint;
}
private void Walk(Vector2 direction, bool performing)
{
_walkIsPerforming = performing;
}
private void Crouch(bool performing)
{
_crouchIsHeld = performing;
}
private void Sprint(bool held)
{
_sprintIsPerforming = held;
}
private void Update()
{
if (isLocalPlayer)
{
Debug.Log("I am the local player");
if (_crouchIsHeld && !_sprintIsPerforming)
{
CmdCrouch();
}
if (_walkIsPerforming && !_crouchIsHeld && !_sprintIsPerforming)
_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Walking;
if (_sprintIsPerforming && !_crouchIsHeld && _walkIsPerforming)
_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Sprinting;
if (!_walkIsPerforming && !_crouchIsHeld && !_sprintIsPerforming)
{
_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Idle;
}
}
}
[Command]
void CmdCrouch()
{
RpcCrouch();
}
[ClientRpc]
void RpcCrouch()
{
_characterStateMachine.movementStates = CharacterStateMachine.MovementStates.Crouching;
}
}
}