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using UnityEngine;
public class AttackState : State
{
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private static bool knock;
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private static bool b;
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private static bool opponentInCorner;
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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.animationFrames = 0;
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b = false;
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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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opponentInCorner = false;
if (DemonicsPhysics.IsInCorner(player.otherPlayer))
{
opponentInCorner = true;
}
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}
if (!player.isAir)
{
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player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance * (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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}
if (GameSimulation.Hitstop <= 0)
{
player.animationFrames++;
player.attackFrames--;
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if (player.canChainAttack && player.start)
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{
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// if (!b)
// {
// b = true;
// knockbackFrame = 0;
// start = player.position;
// end = new DemonicsVector2(player.position.x + (player.attack.knockbackForce.x * -player.flip), DemonicsPhysics.GROUND_POINT);
// }
// knock = true;
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if ((!(player.attackInput == InputEnum.Medium && player.isCrouch)))
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{
if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
{
player.attackInput = player.inputBuffer.inputItems[0].inputEnum;
player.start = false;
player.isAir = false;
player.isCrouch = false;
if (player.direction.y < 0)
{
player.isCrouch = true;
}
AttackSO atk = PlayerComboSystem.GetComboAttack(player.playerStats, player.attackInput, player.isCrouch, false);
player.attackNetwork = new AttackNetwork()
{
damage = atk.damage,
travelDistance = (DemonicsFloat)atk.travelDistance.x,
name = atk.name,
attackSound = atk.attackSound,
hurtEffect = atk.hurtEffect,
knockbackForce = (DemonicsFloat)atk.knockbackForce.x,
knockbackDuration = atk.knockbackDuration,
hitstop = atk.hitstop,
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impactSound = atk.impactSound,
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hitStun = atk.hitStun,
comboTimerStarter = player.attackInput == InputEnum.Heavy ? ComboTimerStarterEnum.Red : ComboTimerStarterEnum.Yellow
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};
player.enter = false;
player.state = "Attack";
}
}
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}
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// if (knock)
// {
// if (opponentInCorner && !player.isAir)
// {
// if (player.attack.knockbackDuration > 0)
// {
// if (knockbackFrame <= player.attack.knockbackDuration)
// {
// DemonicsFloat ratio = (DemonicsFloat)knockbackFrame / (DemonicsFloat)player.attack.knockbackDuration;
// DemonicsFloat distance = end.x - start.x;
// DemonicsFloat nextX = DemonicsFloat.Lerp(start.x, end.x, ratio);
// DemonicsFloat baseY = DemonicsFloat.Lerp(start.y, end.y, (nextX - start.x) / distance);
// DemonicsFloat arc = player.attack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance);
// DemonicsVector2 nextPosition = new DemonicsVector2((DemonicsFloat)nextX, (DemonicsFloat)baseY + arc);
// nextPosition = new DemonicsVector2((DemonicsFloat)nextX, (DemonicsFloat)player.position.y);
// player.position = nextPosition;
// knockbackFrame++;
// }
// }
// }
// }
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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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}
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private void ToJumpState(PlayerNetwork player)
{
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if (player.attack.jumpCancelable)
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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.attack.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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knock = 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.start = false;
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// knock = false;
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player.enter = false;
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player.isCrouch = false;
player.isAir = false;
player.state = "Idle";
// if (player.isAir)
// {
// player.attackInput = InputEnum.Direction;
// player.isCrouch = false;
// player.isAir = false;
// player.state = "Fall";
// }
// else
// {
// if (player.direction.y < 0)
// {
// player.attackInput = InputEnum.Direction;
// player.isCrouch = false;
// player.isAir = false;
// player.state = "Crouch";
// }
// else
// {
// player.attackInput = InputEnum.Direction;
// player.isCrouch = false;
// player.isAir = false;
// player.state = "Idle";
// }
// }
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}
}
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public override bool ToHurtState(PlayerNetwork player, AttackSO attack)
{
player.enter = false;
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if (player.attack.hasSuperArmor && !player.player.PlayerAnimator.InRecovery())
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{
GameSimulation.Hitstop = attack.hitstop;
player.player.PlayerAnimator.SpriteSuperArmorEffect();
player.player.SetHealth(player.player.CalculateDamage(attack));
player.player.StartShakeContact();
player.player.PlayerUI.Damaged();
return false;
}
if (attack.causesKnockdown)
{
player.state = "Airborne";
}
else
{
if (attack.knockbackArc == 0 || attack.causesSoftKnockdown)
{
player.state = "Hurt";
}
else
{
player.state = "HurtAir";
}
}
return true;
}
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}