using UnityEngine; public class BlueFrenzyState : State { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.sound = "ParryStart"; SetTopPriority(player); CheckFlip(player); player.enter = true; player.animationFrames = 0; player.animation = "Parry"; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); UpdateFramedata(player); return; } if (!player.hitstop) { player.animationFrames++; player.attackFrames--; if (player.pushbackDuration > 0 && player.knockback <= player.pushbackDuration) { DemonFloat ratio = (DemonFloat)player.knockback / (DemonFloat)player.pushbackDuration; DemonFloat nextX = DemonFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio); DemonVector2 nextPosition = new DemonVector2(nextX, player.position.y); player.position = nextPosition; player.knockback++; if (player.position.x >= DemonicsPhysics.WALL_RIGHT_POINT) player.position = new DemonVector2(DemonicsPhysics.WALL_RIGHT_POINT, player.position.y); else if (player.position.x <= DemonicsPhysics.WALL_LEFT_POINT) player.position = new DemonVector2(DemonicsPhysics.WALL_LEFT_POINT, player.position.y); } } UpdateFramedata(player); player.velocity = DemonVector2.Zero; bool isParrying = player.player.PlayerAnimator.GetParrying(player.animation, player.animationFrames); if (isParrying) player.player.PlayerAnimator.ParryMaterial(); else player.player.PlayerAnimator.NormalMaterial(); if (IsColliding(player)) { if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw) { EnterState(player, "Grabbed"); return; } if (isParrying) Parry(player); else ToHurtState(player); } ToIdleState(player); ToParryState(player, isParrying); } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) EnterState(player, "Idle"); } private void ToParryState(PlayerNetwork player, bool isParrying) { if (player.inputBuffer.CurrentTrigger().pressed && player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.Parry) if (isParrying) EnterState(player, "BlueFrenzy"); } private void Parry(PlayerNetwork player) { player.animationFrames = 6; int parryDistance = 37; player.sound = "Parry"; DemonVector2 hurtEffectPosition = new DemonVector2(player.position.x + (20 * player.flip), player.position.y + 25); player.SetParticle("Parry", hurtEffectPosition); player.otherPlayer.canChainAttack = true; GameSimulation.Hitstop = 13; CameraShake.Instance.Shake(new CameraShakerNetwork() { intensity = 10, timer = 0.12f }); if (DemonicsPhysics.IsInCorner(player.otherPlayer)) { player.knockback = 0; player.pushbackStart = player.position; player.pushbackEnd = new DemonVector2(player.position.x + (parryDistance * -player.flip), DemonicsPhysics.GROUND_POINT); player.pushbackDuration = 10; } else { player.otherPlayer.knockback = 0; player.otherPlayer.pushbackStart = player.otherPlayer.position; player.otherPlayer.pushbackEnd = new DemonVector2(player.otherPlayer.position.x + (parryDistance * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT); player.otherPlayer.pushbackDuration = 10; } player.health = player.healthRecoverable; } private void ToHurtState(PlayerNetwork player) { player.attackHurtNetwork = player.otherPlayer.attackNetwork; if (DemonicsPhysics.IsInCorner(player)) { player.otherPlayer.knockback = 0; player.otherPlayer.pushbackStart = player.otherPlayer.position; player.otherPlayer.pushbackEnd = new DemonVector2(player.otherPlayer.position.x + (player.attackHurtNetwork.knockbackForce * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT); player.otherPlayer.pushbackDuration = player.attackHurtNetwork.knockbackDuration; } if (player.attackHurtNetwork.hardKnockdown) EnterState(player, "Airborne"); else { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) EnterState(player, "Hurt"); else EnterState(player, "HurtAir"); } } }