Minor update

This commit is contained in:
unknown
2023-01-07 23:17:55 +02:00
parent d5e6940ee5
commit 0dc6ac8e11
31 changed files with 849 additions and 718 deletions

View File

@@ -8,22 +8,20 @@ public class ArcanaState : State
if (!player.enter)
{
player.arcana -= PlayerStatsSO.ARCANA_MULTIPLIER;
player.attack = PlayerComboSystem.GetComboAttack(player.playerStats, InputEnum.Special, player.isCrouch, player.isAir);
player.enter = true;
player.canChainAttack = false;
// GameplayManager.Instance.PlayerOne.CurrentAttack = attack;
player.animation = player.attack.name;
player.sound = player.attack.attackSound;
player.animation = player.attackNetwork.name;
player.sound = player.attackNetwork.attackSound;
player.animationFrames = 0;
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
player.velocity = new DemonicsVector2(player.attack.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)player.attack.travelDistance.y);
player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)player.attackNetwork.travelDistance.y);
}
ToIdleState(player);
if (GameSimulation.Hitstop <= 0)
{
if (player.attack.travelDistance.y > 0)
if (player.attackNetwork.travelDistance.y > 0)
{
player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY);
player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY);
ToIdleFallState(player);
}
player.animationFrames++;
@@ -32,11 +30,10 @@ public class ArcanaState : State
}
private void ToIdleFallState(PlayerNetwork player)
{
if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
if (player.isAir && (DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.enter = false;
player.state = "Idle";
}
@@ -50,14 +47,12 @@ public class ArcanaState : State
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.state = "Fall";
}
else
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.state = "Idle";
}
}

View File

@@ -3,16 +3,14 @@ using UnityEngine;
public class AttackState : State
{
private static bool knock;
private static bool b;
private static bool opponentInCorner;
public override void UpdateLogic(PlayerNetwork player)
{
player.dashDirection = 0;
if (!player.enter)
{
player.onAttack = false;
player.animationFrames = 0;
b = false;
SetTopPriority(player);
player.canChainAttack = false;
player.enter = true;
@@ -25,12 +23,12 @@ public class AttackState : State
opponentInCorner = true;
}
player.knockback = 0;
player.attackNetwork.knockbackStart = player.position;
player.attackNetwork.knockbackEnd = new DemonicsVector2(player.position.x + (player.attackNetwork.knockbackForce * -player.flip), DemonicsPhysics.GROUND_POINT);
player.pushbackStart = player.position;
player.pushbackEnd = new DemonicsVector2(player.position.x + (2 * -player.flip), DemonicsPhysics.GROUND_POINT);
}
if (!player.isAir)
{
player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance * (DemonicsFloat)player.flip, (DemonicsFloat)0);
player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)0);
}
else
{
@@ -40,45 +38,55 @@ public class AttackState : State
{
player.animationFrames++;
player.attackFrames--;
if (player.canChainAttack)
{
if (!b)
if (!player.onAttack)
{
b = true;
player.onAttack = true;
}
if (player.start)
player.inPushback = true;
if (player.attackPress)
{
if ((!(player.attackInput == InputEnum.Medium && player.isCrouch)))
{
if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
{
Attack(player, player.isAir);
player.attackNetwork.knockbackStart = player.position;
player.attackNetwork.knockbackEnd = new DemonicsVector2(player.position.x + (player.attackNetwork.knockbackForce * -player.flip), DemonicsPhysics.GROUND_POINT);
}
}
}
}
if (opponentInCorner && !player.isAir && b)
{
if (player.attackNetwork.knockbackDuration > 0 && player.knockback <= player.attackNetwork.knockbackDuration)
if (player.arcanaPress)
{
DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackNetwork.knockbackDuration;
DemonicsFloat nextX = DemonicsFloat.Lerp(player.attackNetwork.knockbackStart.x, player.attackNetwork.knockbackEnd.x, ratio);
DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y);
player.position = nextPosition;
player.knockback++;
if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
{
Arcana(player, player.isAir);
}
}
}
if (player.inPushback)
{
if (!player.isAir)
{
if (player.knockback <= 10)
{
DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)10;
DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y);
player.position = nextPosition;
player.knockback++;
}
}
}
}
//ToJumpState(player);
// ToJumpForwardState(player);
ToJumpState(player);
ToJumpForwardState(player);
ToIdleState(player);
ToIdleFallState(player);
}
private void ToJumpState(PlayerNetwork player)
{
if (player.attack.jumpCancelable)
if (player.attackNetwork.jumpCancelable)
{
if (player.direction.y > 0)
{
@@ -92,7 +100,7 @@ public class AttackState : State
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.attack.jumpCancelable)
if (player.attackNetwork.jumpCancelable)
{
if (player.direction.y > 0 && player.direction.x != 0)
{
@@ -109,7 +117,7 @@ public class AttackState : State
{
if (player.isAir && (DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
{
knock = false;
player.inPushback = false;
player.isCrouch = false;
player.isAir = false;
player.enter = false;
@@ -120,7 +128,8 @@ public class AttackState : State
{
if (player.attackFrames <= 0)
{
player.start = false;
player.inPushback = false;
player.attackPress = false;
player.enter = false;
if (player.isAir)
{

View File

@@ -7,6 +7,7 @@ public class WallSplatState : State
CheckFlip(player);
if (!player.enter)
{
player.wasWallSplatted = true;
DemonicsVector2 effectPosition = new DemonicsVector2(player.position.x + ((DemonicsFloat)2.25 * player.flip), player.position.y);
if (player.flip == 1)
{
@@ -30,7 +31,7 @@ public class WallSplatState : State
{
if (player.animationFrames >= 10)
{
player.wasWallSplatted = true;
player.flip *= -1;
player.hurtbox.active = true;
player.enter = false;
player.state = "Airborne";