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Darklings-FightingGame/Assets/_Project/Scripts/SimulationScripts/StateScripts/StatesScripts/BlockStateScripts/BlockParentState.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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public class BlockParentState : State
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{
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public static bool skipKnockback;
public override void UpdateLogic(PlayerNetwork player)
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{
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if (!player.enter)
{
OnEnter(player);
}
if (GameSimulation.Hitstop <= 0)
{
AfterHitstop(player);
}
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ToHurtState(player);
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}
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protected virtual void OnEnter(PlayerNetwork player)
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{
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player.otherPlayer.canChainAttack = true;
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player.player.StartShakeContact();
player.enter = true;
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GameSimulation.Hitstop = player.attackHurtNetwork.hitstop;
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player.sound = "Block";
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DemonicsVector2 hurtEffectPosition = new DemonicsVector2(player.position.x + (5 * player.flip), player.otherPlayer.hitbox.position.y);
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if (player.attackHurtNetwork.hardKnockdown)
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{
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player.SetEffect("Chip", hurtEffectPosition);
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player.health -= 200;
player.healthRecoverable -= 200;
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player.player.PlayerUI.Damaged();
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player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
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}
else
{
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player.SetEffect("Block", hurtEffectPosition);
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}
player.animationFrames = 0;
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player.stunFrames = player.attackHurtNetwork.hitStun;
player.knockback = 0;
player.pushbackStart = player.position;
player.pushbackEnd = new DemonicsVector2(player.position.x + (player.attackHurtNetwork.knockbackForce * -player.flip), DemonicsPhysics.GROUND_POINT);
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player.velocity = DemonicsVector2.Zero;
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}
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protected virtual void AfterHitstop(PlayerNetwork player)
{
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player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY);
if (player.attackHurtNetwork.knockbackDuration > 0 && player.knockback <= player.attackHurtNetwork.knockbackDuration)
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{
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DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackHurtNetwork.knockbackDuration;
DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
DemonicsVector2 nextPosition = DemonicsVector2.Zero;
nextPosition = new DemonicsVector2(nextX, player.position.y);
player.position = nextPosition;
player.knockback++;
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}
player.player.StopShakeCoroutine();
player.stunFrames--;
}
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private void ToHurtState(PlayerNetwork player)
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{
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if (!player.otherPlayer.canChainAttack && DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox))
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{
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player.enter = false;
player.attackHurtNetwork = player.otherPlayer.attackNetwork;
if (IsBlocking(player))
{
if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
{
if (player.direction.y < 0)
{
player.state = "BlockLow";
}
else
{
player.state = "Block";
}
}
else
{
player.state = "BlockAir";
}
}
else
{
if (player.attackHurtNetwork.hardKnockdown)
{
player.state = "Airborne";
}
else
{
if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
{
player.state = "Hurt";
}
else
{
player.state = "HurtAir";
}
}
}
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}
}
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}