using UnityEngine; public class AttackState : State { private AttackSO _attack; public Vector2 start; private Vector2 end; private int knockbackFrame; private bool knock; private static bool b; private bool opponentInCorner; public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { _attack = PlayerComboSystem.GetComboAttack(player.playerStats, player.attackInput, player.isCrouch, player.isAir); b = false; SetTopPriority(player); player.animationFrames = 0; player.canChainAttack = false; player.inputBuffer.inputItems[0].frame = 0; player.enter = true; player.animation = _attack.name; player.sound = _attack.attackSound; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); opponentInCorner = false; if (DemonicsPhysics.IsInCorner(player.otherPlayer)) { opponentInCorner = true; } } if (!player.isAir) { player.velocity = new Vector2(_attack.travelDistance.x * player.flip, _attack.travelDistance.y); } else { player.velocity = new Vector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY); } if (GameSimulation.Hitstop <= 0) { player.animationFrames++; player.attackFrames--; if (player.canChainAttack) { if (!b) { b = true; knockbackFrame = 0; start = player.position; end = new Vector2(player.position.x + (_attack.knockbackForce.x * -player.flip), (float)DemonicsPhysics.GROUND_POINT - 0.5f); } knock = true; if ((!(player.attackInput == InputEnum.Medium && player.isCrouch || player.attackInput == InputEnum.Heavy)) || player.inputBuffer.inputItems[0].inputEnum == InputEnum.Special) { if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame) { player.attackInput = player.inputBuffer.inputItems[0].inputEnum; player.isCrouch = false; if (player.direction.y < 0) { player.isCrouch = true; } player.enter = false; if (player.attackInput == InputEnum.Special) { player.state = "Arcana"; } else { player.state = "Attack"; } } } } if (knock) { if (opponentInCorner && !player.isAir) { if (_attack.knockbackDuration > 0) { if (knockbackFrame <= _attack.knockbackDuration) { float ratio = (float)knockbackFrame / (float)_attack.knockbackDuration; float distance = end.x - start.x; float nextX = Mathf.Lerp(start.x, end.x, ratio); float baseY = Mathf.Lerp(start.y, end.y, (nextX - start.x) / distance); float arc = _attack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance); Vector2 nextPosition = new Vector2(nextX, baseY + arc); nextPosition = new Vector2(nextX, player.position.y); player.position = nextPosition; knockbackFrame++; } } } } } ToJumpForwardState(player); ToJumpState(player); ToIdleState(player); ToIdleFallState(player); } private void ToJumpState(PlayerNetwork player) { if (_attack.jumpCancelable) { if (player.direction.y > 0) { player.enter = false; player.isCrouch = false; player.isAir = false; GameSimulation.Hitstop = 0; player.state = "Jump"; } } } private void ToJumpForwardState(PlayerNetwork player) { if (_attack.jumpCancelable) { if (player.direction.y > 0 && player.direction.x != 0) { player.enter = false; player.isCrouch = false; player.isAir = false; GameSimulation.Hitstop = 0; player.state = "JumpForward"; } } } private void ToIdleFallState(PlayerNetwork player) { if (player.isAir && (DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0) { knock = false; player.isCrouch = false; player.isAir = false; player.attackInput = InputEnum.Direction; player.enter = false; player.state = "Idle"; } } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { knock = false; player.enter = false; if (player.isAir) { player.isCrouch = false; player.isAir = false; player.attackInput = InputEnum.Direction; player.state = "Fall"; } else { if (player.direction.y < 0) { player.isCrouch = false; player.isAir = false; player.attackInput = InputEnum.Direction; player.state = "Crouch"; } else { player.isCrouch = false; player.isAir = false; player.attackInput = InputEnum.Direction; player.state = "Idle"; } } } } public override bool ToHurtState(PlayerNetwork player, AttackSO attack) { player.enter = false; Debug.Log(attack); if (_attack.hasSuperArmor) { GameSimulation.Hitstop = attack.hitstop; player.player.PlayerAnimator.SpriteSuperArmorEffect(); player.player.SetHealth(player.player.CalculateDamage(attack)); player.player.StartShakeContact(); player.player.PlayerUI.Damaged(); player.player.OtherPlayerUI.IncreaseCombo(); return false; } if (attack.causesKnockdown) { player.state = "Airborne"; } else { if (attack.knockbackArc == 0 || attack.causesSoftKnockdown) { player.state = "Hurt"; } else { player.state = "HurtAir"; } } return true; } }