using System.Collections; using System.Collections.Generic; using UnityEngine; public class HurtAirState : HurtParentState { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { OnEnter(player); return; } if (player.enter) if (player.animationFrames < 4) { player.animationFrames++; } base.UpdateLogic(player); player.animation = "HurtAir"; ToHurtState(player); ToFallState(player); ToShadowbreakState(player); } protected override void AfterHitstop(PlayerNetwork player) { if (player.stunFrames == player.attackHurtNetwork.hitStun && player.attackHurtNetwork.knockbackArc == 0) { player.velocity = new DemonVector2((DemonFloat)0, (DemonFloat)1.1); } base.AfterHitstop(player); ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.attackHurtNetwork.knockbackArc > 0 && player.knockback <= 1) { return; } if ((DemonFloat)player.position.y <= DemonicsPhysics.GROUND_POINT) { player.player.StopShakeCoroutine(); if (player.health <= 0) { EnterState(player, "Death"); return; } if (player.stunFrames <= 0 || player.comboTimer <= 0) { if (SceneSettings.IsTrainingMode && player.isAi) TrainingSettings.BlockCountCurrent = TrainingSettings.BlockCount; ResetCombo(player); player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); EnterState(player, "Idle"); } else { player.stunFrames = player.attackHurtNetwork.hitStun; player.velocity = DemonVector2.Zero; player.animationFrames = 0; EnterState(player, "Hurt", true); } } } private void ToFallState(PlayerNetwork player) { if (player.health <= 0) { return; } if (player.stunFrames <= 0 || player.comboTimer <= 0) { if (SceneSettings.IsTrainingMode && player.isAi) TrainingSettings.BlockCountCurrent = TrainingSettings.BlockCount; ResetCombo(player); player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); if (AIHurt(player)) return; EnterState(player, "Fall"); } } private void ToHurtState(PlayerNetwork player) { if (IsColliding(player)) { player.player.StopShakeCoroutine(); player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw) { EnterState(player, "Grabbed"); return; } if (player.attackHurtNetwork.hardKnockdown || player.attackHurtNetwork.softKnockdown) { EnterState(player, "Airborne"); } else { EnterState(player, "HurtAir"); } } } protected override void OnEnter(PlayerNetwork player) { CheckFlip(player); base.OnEnter(player); } protected override void Knockback(PlayerNetwork player) { DemonFloat ratio = (DemonFloat)player.knockback / (DemonFloat)player.attackHurtNetwork.knockbackDuration; DemonFloat distance = player.pushbackEnd.x - player.pushbackStart.x; DemonFloat nextX = DemonFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio); DemonFloat baseY = DemonFloat.Lerp(player.pushbackStart.y, player.pushbackEnd.y, (nextX - player.pushbackStart.x) / distance); DemonFloat arc = player.attackHurtNetwork.knockbackArc * (nextX - player.pushbackStart.x) * (nextX - player.pushbackEnd.x) / ((-0.25f) * distance * distance); DemonVector2 nextPosition = DemonVector2.Zero; if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) { nextPosition = new DemonVector2(nextX, player.position.y); } else { nextPosition = new DemonVector2(nextX, baseY + arc); } player.position = nextPosition; 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); } player.knockback++; } }