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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;
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protected AttackSO hurtAttack;
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protected DemonicsVector2 start;
protected DemonicsVector2 end;
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protected int knockbackFrame;
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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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}
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protected virtual void OnEnter(PlayerNetwork player)
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{
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hurtAttack = PlayerComboSystem.GetComboAttack(player.otherPlayer.playerStats, player.otherPlayer.attackInput, player.otherPlayer.isCrouch, player.otherPlayer.isAir);
player.player.StartShakeContact();
player.enter = true;
GameSimulation.Hitstop = hurtAttack.hitstop;
player.sound = "Block";
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DemonicsVector2 hurtEffectPosition = new DemonicsVector2(player.position.x + (5 * player.flip), player.otherPlayer.hitbox.position.y);
hurtAttack.hurtEffectPosition = new Vector2((float)hurtEffectPosition.x, (float)hurtEffectPosition.y);
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if (hurtAttack.isArcana)
{
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player.SetEffect("Chip", hurtEffectPosition);
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player.player.SetHealth(player.player.CalculateDamage(hurtAttack));
player.player.PlayerUI.Damaged();
player.player.PlayerUI.UpdateHealthDamaged();
}
else
{
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player.SetEffect("Block", hurtEffectPosition);
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}
player.animationFrames = 0;
player.stunFrames = hurtAttack.hitStun;
knockbackFrame = 0;
start = player.position;
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end = new DemonicsVector2(player.position.x + (hurtAttack.knockbackForce.x * -player.flip), DemonicsPhysics.GROUND_POINT - 0.5f);
player.velocity = DemonicsVector2.Zero;
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}
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protected virtual void AfterHitstop(PlayerNetwork player)
{
if (!skipKnockback)
{
if (hurtAttack.knockbackDuration > 0)
{
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DemonicsFloat ratio = (DemonicsFloat)knockbackFrame / (DemonicsFloat)hurtAttack.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 = hurtAttack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance);
DemonicsVector2 nextPosition = new DemonicsVector2(nextX, baseY + arc);
nextPosition = new DemonicsVector2(nextX, player.position.y);
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player.position = nextPosition;
knockbackFrame++;
}
}
player.player.StopShakeCoroutine();
player.stunFrames--;
}
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public override bool ToHurtState(PlayerNetwork player, AttackSO attack)
{
player.enter = false;
player.state = "Hurt";
return true;
}
public override bool ToBlockState(PlayerNetwork player, AttackSO attack)
{
player.enter = false;
if (player.direction.y < 0)
{
player.state = "BlockLow";
}
else
{
player.state = "Block";
}
return true;
}
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}