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using UnityEngine;
public class AttackState : State
{
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public static Vector2 start;
private static Vector2 end;
private static int knockbackFrame;
private static bool knock;
private static bool b;
private static bool opponentInCorner;
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public override void UpdateLogic(PlayerNetwork player)
{
AttackSO attack = PlayerComboSystem.GetComboAttack(player.playerStats, player.attackInput, player.isCrouch, player.isAir);
if (!player.enter)
{
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b = false;
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SetTopPriority(player);
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player.animationFrames = 0;
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player.canChainAttack = false;
player.inputBuffer.inputItems[0].frame = 0;
player.enter = true;
player.animation = attack.name;
player.sound = attack.attackSound;
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
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opponentInCorner = false;
if (DemonicsPhysics.IsInCorner(player.otherPlayer))
{
opponentInCorner = true;
}
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}
if (!player.isAir)
{
player.velocity = new Vector2(attack.travelDistance.x * player.flip, attack.travelDistance.y);
}
else
{
player.velocity = new Vector2(player.velocity.x, player.velocity.y - player.gravity);
}
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if (GameSimulation.Hitstop <= 0)
{
player.animationFrames++;
player.attackFrames--;
if (player.canChainAttack)
{
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if (!b)
{
b = true;
knockbackFrame = 0;
start = player.position;
end = new Vector2(player.position.x + (attack.knockbackForce.x * -player.flip), (float)DemonicsPhysics.GROUND_POINT - 0.5f);
}
knock = true;
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if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
{
player.attackInput = player.inputBuffer.inputItems[0].inputEnum;
player.isCrouch = false;
player.isAir = false;
if (player.direction.y < 0)
{
player.isCrouch = true;
}
player.enter = false;
player.state = "Attack";
}
}
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if (knock)
{
if (opponentInCorner)
{
if (attack.knockbackDuration > 0)
{
if (knockbackFrame <= attack.knockbackDuration)
{
float ratio = (float)knockbackFrame / (float)attack.knockbackDuration;
float distance = end.x - start.x;
float nextX = Mathf.Lerp(start.x, end.x, ratio);
float baseY = Mathf.Lerp(start.y, end.y, (nextX - start.x) / distance);
float arc = attack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance);
Vector2 nextPosition = new Vector2(nextX, baseY + arc);
if (attack.causesSoftKnockdown)
{
nextPosition = new Vector2(nextX, player.position.y);
}
else
{
nextPosition = new Vector2(nextX, baseY + arc);
}
player.position = nextPosition;
knockbackFrame++;
}
}
}
}
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}
ToIdleState(player);
ToIdleFallState(player);
}
private void ToIdleFallState(PlayerNetwork player)
{
if (player.isAir && (DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
{
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knock = false;
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player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.enter = false;
player.state = "Idle";
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.attackFrames <= 0)
{
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knock = false;
player.enter = false;
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if (player.isAir)
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.state = "Fall";
}
else
{
if (player.direction.y < 0)
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.state = "Crouch";
}
else
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.state = "Idle";
}
}
}
}
}