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using UnityEngine;
public class AttackState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
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player.dashDirection = 0;
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if (!player.enter)
{
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player.inputBuffer.inputItems[0].frame = 0;
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player.animationFrames = 0;
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SetTopPriority(player);
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player.canChainAttack = false;
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player.enter = true;
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player.sound = player.attackNetwork.attackSound;
player.animation = player.attackNetwork.name;
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
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}
if (!player.isAir)
{
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player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)0);
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}
else
{
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player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY);
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}
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if (!player.hitstop)
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{
player.animationFrames++;
player.attackFrames--;
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if (player.canChainAttack)
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{
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if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
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{
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if (player.inputBuffer.inputItems[0].inputEnum == InputEnum.Special)
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{
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Arcana(player, player.isAir);
}
else
{
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if ((!(player.attackInput == InputEnum.Medium && player.isCrouch)) && player.inputBuffer.inputItems[0].inputEnum != InputEnum.Throw)
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{
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Attack(player, player.isAir);
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}
}
}
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}
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}
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if (!player.isAir)
{
if (player.pushbackDuration > 0 && player.knockback <= player.pushbackDuration)
{
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DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.pushbackDuration;
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DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y);
player.position = nextPosition;
player.knockback++;
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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);
}
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}
}
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ToJumpState(player);
ToJumpForwardState(player);
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ToIdleState(player);
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ToIdleFallState(player);
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ToHurtState(player);
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}
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private void ToJumpState(PlayerNetwork player)
{
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if (player.attackNetwork.jumpCancelable && player.canChainAttack)
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{
if (player.direction.y > 0)
{
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player.enter = false;
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player.isCrouch = false;
player.isAir = false;
GameSimulation.Hitstop = 0;
player.state = "Jump";
}
}
}
private void ToJumpForwardState(PlayerNetwork player)
{
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if (player.attackNetwork.jumpCancelable)
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{
if (player.direction.y > 0 && player.direction.x != 0)
{
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player.jumpDirection = (int)player.direction.x;
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player.enter = false;
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player.isCrouch = false;
player.isAir = false;
GameSimulation.Hitstop = 0;
player.state = "JumpForward";
}
}
}
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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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player.inPushback = false;
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player.isCrouch = false;
player.isAir = false;
player.enter = false;
player.state = "Idle";
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.attackFrames <= 0)
{
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player.attackPress = false;
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player.enter = false;
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if (player.isAir)
{
player.isCrouch = false;
player.isAir = false;
player.state = "Fall";
}
else
{
if (player.direction.y < 0)
{
player.isCrouch = false;
player.isAir = false;
player.state = "Crouch";
}
else
{
player.isCrouch = false;
player.isAir = false;
player.state = "Idle";
}
}
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}
}
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private void ToHurtState(PlayerNetwork player)
{
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if (!player.otherPlayer.canChainAttack && IsColliding(player))
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{
player.attackHurtNetwork = player.otherPlayer.attackNetwork;
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if (player.attackNetwork.superArmor && !player.player.PlayerAnimator.InRecovery(player.animation, player.animationFrames))
{
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player.sound = player.attackHurtNetwork.impactSound;
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if (player.attackHurtNetwork.cameraShakerNetwork.timer > 0)
{
CameraShake.Instance.Shake(player.attackHurtNetwork.cameraShakerNetwork);
}
player.health -= CalculateDamage(player.attackHurtNetwork.damage, player.playerStats.Defense);
player.healthRecoverable -= CalculateRecoverableDamage(player.attackHurtNetwork.damage, player.playerStats.Defense);
player.otherPlayer.canChainAttack = true;
GameSimulation.Hitstop = player.attackHurtNetwork.hitstop;
player.player.PlayerAnimator.SpriteSuperArmorEffect();
player.player.PlayerUI.Damaged();
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player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
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return;
}
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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;
}
if (IsBlocking(player))
{
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player.enter = false;
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if (player.direction.y < 0)
{
player.state = "BlockLow";
}
else
{
player.state = "Block";
}
}
else
{
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player.enter = false;
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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";
}
}
}
}
}
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}