2022-12-26 03:47:56 +02:00
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using UnityEngine;
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public class DashAirState : State
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{
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public override void UpdateLogic(PlayerNetwork player)
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{
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if (!player.enter)
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{
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2023-04-12 01:27:02 +03:00
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bool forwardDash = player.dashDirection * player.flip == 1 ? true : false;
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2023-07-03 20:04:17 +03:00
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string dashParticle = forwardDash ? "DashAirForward" : "DashAirBackwards";
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2022-12-26 03:47:56 +02:00
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player.enter = true;
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player.sound = "Dash";
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2023-04-12 01:27:02 +03:00
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player.animation = "DashAir";
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2022-12-29 21:24:36 +02:00
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player.animationFrames = 0;
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2023-04-12 01:27:02 +03:00
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player.canDoubleJump = false;
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2022-12-26 03:47:56 +02:00
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if (player.dashDirection > 0)
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{
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2023-07-03 20:04:17 +03:00
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DemonVector2 effectPosition = new DemonVector2(player.position.x + 20, player.position.y + 30);
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player.SetParticle(dashParticle, effectPosition, new Vector2(0, 90));
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2022-12-26 03:47:56 +02:00
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}
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else
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{
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2023-07-03 20:04:17 +03:00
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DemonVector2 effectPosition = new DemonVector2(player.position.x - 20, player.position.y + 30);
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player.SetParticle(dashParticle, effectPosition, new Vector2(0, -90));
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2022-12-26 03:47:56 +02:00
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}
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2023-04-12 01:27:02 +03:00
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player.dashFrames = forwardDash == true ? 10 : 15;
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2023-07-02 23:17:37 +03:00
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player.velocity = new DemonVector2(player.dashDirection * (player.playerStats.DashForce - 0.5), 0);
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2023-04-12 01:27:02 +03:00
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player.dashFrames--;
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2023-04-04 21:43:30 +03:00
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return;
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2022-12-26 03:47:56 +02:00
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}
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2023-04-12 01:27:02 +03:00
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player.animationFrames++;
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2023-04-04 21:43:30 +03:00
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Dash(player);
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2023-04-18 23:23:24 +03:00
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ToAttackState(player);
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}
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public bool ToAttackState(PlayerNetwork player)
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{
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2023-07-01 23:48:47 +03:00
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if (player.inputBuffer.CurrentTrigger().pressed)
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2023-04-18 23:23:24 +03:00
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{
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Attack(player, true);
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return true;
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}
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return false;
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2022-12-26 03:47:56 +02:00
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}
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private void Dash(PlayerNetwork player)
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{
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if (player.dashFrames > 0)
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{
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2023-04-12 01:27:02 +03:00
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bool forwardDash = player.dashDirection * player.flip == 1 ? true : false;
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int startUpFrames = forwardDash ? 9 : 13;
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int recoveryFrames = forwardDash ? 2 : 3;
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2023-07-02 23:17:37 +03:00
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DemonFloat dashforce = forwardDash ? player.playerStats.DashAirForce : player.playerStats.DashBackAirForce;
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2023-04-12 01:27:02 +03:00
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if (player.dashFrames < startUpFrames && player.dashFrames > recoveryFrames)
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{
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2023-07-02 23:17:37 +03:00
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player.velocity = new DemonVector2(player.dashDirection * dashforce, 0);
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2023-04-12 01:27:02 +03:00
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}
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else
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{
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2023-07-02 23:17:37 +03:00
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player.velocity = new DemonVector2(player.dashDirection * (dashforce - (DemonFloat)1), 0);
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2023-04-12 01:27:02 +03:00
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}
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if (player.dashFrames % 3 == 0)
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2022-12-26 03:47:56 +02:00
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{
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if (player.flip > 0)
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{
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2023-07-02 23:17:37 +03:00
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DemonVector2 effectPosition = new DemonVector2(player.position.x - 1, player.position.y);
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2022-12-26 03:47:56 +02:00
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player.SetEffect("Ghost", player.position, false);
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}
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else
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{
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2023-07-02 23:17:37 +03:00
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DemonVector2 effectPosition = new DemonVector2(player.position.x + 1, player.position.y);
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2022-12-26 03:47:56 +02:00
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player.SetEffect("Ghost", player.position, true);
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}
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}
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player.dashFrames--;
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}
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else
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{
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2023-04-12 01:27:02 +03:00
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player.dashDirection = 0;
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2023-01-23 18:31:58 +02:00
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EnterState(player, "Fall");
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2022-12-26 03:47:56 +02:00
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}
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}
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}
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