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using UnityEngine;
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public class HurtState : HurtParentState
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{
public override void UpdateLogic(PlayerNetwork player)
{
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base.UpdateLogic(player);
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player.animation = "Hurt";
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if (player.animationFrames < 4)
{
player.animationFrames++;
}
ToHurtState(player);
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ToIdleState(player);
}
private void ToIdleState(PlayerNetwork player)
{
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if (player.stunFrames <= 0 || player.comboTimer <= 0)
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{
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player.combo = 0;
player.player.OtherPlayerUI.ResetCombo();
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player.player.StopShakeCoroutine();
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player.player.PlayerUI.SetComboTimerActive(false);
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player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
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player.velocity = DemonicsVector2.Zero;
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player.enter = false;
player.state = "Idle";
}
}
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private void ToHurtState(PlayerNetwork player)
{
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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 (DemonicsPhysics.IsInCorner(player))
{
player.otherPlayer.knockback = 0;
player.otherPlayer.pushbackStart = player.otherPlayer.position;
player.otherPlayer.pushbackEnd = new DemonicsVector2(player.otherPlayer.position.x + (player.attackHurtNetwork.knockbackForce * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT);
player.otherPlayer.pushbackDuration = player.attackHurtNetwork.knockbackDuration;
}
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player.player.StopShakeCoroutine();
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player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
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if (player.attackHurtNetwork.hardKnockdown)
{
player.state = "Airborne";
}
else
{
if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
{
player.state = "Hurt";
}
else
{
player.state = "HurtAir";
}
}
}
}
protected override void OnEnter(PlayerNetwork player)
{
CheckFlip(player);
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base.OnEnter(player);
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}
protected override void Knockback(PlayerNetwork player)
{
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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.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
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{
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nextPosition = new DemonicsVector2(nextX, player.position.y);
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}
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else
{
nextPosition = new DemonicsVector2(nextX, baseY + arc);
}
player.position = nextPosition;
player.position = nextPosition;
if (player.position.x >= DemonicsPhysics.WALL_RIGHT_POINT)
{
player.position = new DemonicsVector2(DemonicsPhysics.WALL_RIGHT_POINT, player.position.y);
}
else if (player.position.x <= DemonicsPhysics.WALL_LEFT_POINT)
{
player.position = new DemonicsVector2(DemonicsPhysics.WALL_LEFT_POINT, player.position.y);
}
player.knockback++;
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}
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}