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using UnityEngine;
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public class DeathState : State
{
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//TODO: Refactor frame checks
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public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
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if (!SceneSettings.IsTrainingMode)
GameSimulation.Run = false;
GameSimulation.GlobalHitstop = 1;
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player.velocity = DemonicsVector2.Zero;
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player.enter = true;
player.animationFrames = 0;
player.player.StopShakeCoroutine();
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GameplayManager.Instance.RoundOver(false);
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player.healthRecoverable = 0;
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player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
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ResetCombo(player);
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}
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if (player.position.y > DemonicsPhysics.GROUND_POINT)
player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY);
else
player.velocity = new DemonicsVector2(player.velocity.x, 0);
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player.animation = "Death";
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player.animationFrames++;
if (player.animationFrames >= 255)
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{
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if (player.otherPlayer.state != "Taunt" && player.otherPlayer.health > 0)
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{
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EnterState(player.otherPlayer, "Taunt");
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}
}
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if (SceneSettings.IsTrainingMode)
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{
if (player.animationFrames >= 95)
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{
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player.invincible = false;
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ResetPlayer(player);
ResetPlayer(player.otherPlayer);
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EnterState(player, "Idle");
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}
}
else
{
if (player.animationFrames >= 375)
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{
GameSimulation.Timer = GameSimulation._timerMax;
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player.invincible = false;
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ResetPlayer(player);
ResetPlayer(player.otherPlayer);
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EnterState(player, "Taunt");
EnterState(player.otherPlayer, "Taunt");
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}
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}
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if (!player.hitstop)
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{
Knockback(player);
}
}
private void Knockback(PlayerNetwork player)
{
if (player.attackHurtNetwork.knockbackDuration > 0 && player.knockback <= player.attackHurtNetwork.knockbackDuration)
{
DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackHurtNetwork.knockbackDuration;
DemonicsFloat distance = player.pushbackEnd.x - player.pushbackStart.x;
DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
DemonicsFloat baseY = DemonicsFloat.Lerp(player.pushbackStart.y, player.pushbackEnd.y, (nextX - player.pushbackStart.x) / distance);
DemonicsFloat arc = player.attackHurtNetwork.knockbackArc * (nextX - player.pushbackStart.x) * (nextX - player.pushbackEnd.x) / ((-0.25f) * distance * distance);
DemonicsVector2 nextPosition = DemonicsVector2.Zero;
if (player.attackHurtNetwork.softKnockdown)
{
nextPosition = new DemonicsVector2(nextX, baseY + arc);
}
else
{
nextPosition = new DemonicsVector2(nextX, baseY + arc);
}
player.position = nextPosition;
player.knockback++;
}
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}
}