Files

38 lines
1.7 KiB
C#
Raw Normal View History

2023-01-10 20:10:11 +02:00
using UnityEngine;
public class KnockbackState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.enter = true;
player.animationFrames = 0;
player.knockback = 0;
player.pushbackStart = player.position;
player.pushbackEnd = new DemonicsVector2(player.pushbackStart.x + (20 * -player.flip), player.pushbackStart.y + 20);
}
player.velocity = DemonicsVector2.Zero;
player.animation = "HurtAir";
player.animationFrames++;
DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)15;
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 = 5 * (nextX - player.pushbackStart.x) * (nextX - player.pushbackEnd.x) / ((-0.25f) * distance * distance);
DemonicsVector2 nextPosition = new DemonicsVector2(nextX, baseY + arc);
player.position = nextPosition;
player.knockback++;
ToKnockdown(player, ratio);
}
private void ToKnockdown(PlayerNetwork player, DemonicsFloat ratio)
{
if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0 && player.knockback > 1)
{
player.pushbox.active = true;
player.enter = false;
player.state = "HardKnockdown";
}
}
}