using UnityEngine; public class GroundParentState : State { public override void UpdateLogic(PlayerNetwork player) { base.UpdateLogic(player); player.canDoubleJump = true; player.hasJumped = false; player.canJump = true; if (ToBlueFrenzyState(player)) return; if (RedFrenzy(player)) return; ToArcanaState(player); ToGrabState(player); Shadow(player); if (ToAttackState(player)) return; ToHurtState(player); } private bool ToBlueFrenzyState(PlayerNetwork player) { if (player.inputBuffer.GetBlueFrenzy()) { EnterState(player, "BlueFrenzy"); return true; } return false; } public bool ToAttackState(PlayerNetwork player) { if (player.inputBuffer.CurrentTrigger().pressed) { Attack(player); return true; } return false; } public void ToArcanaState(PlayerNetwork player) { if (player.inputBuffer.CurrentTrigger().pressed) Arcana(player); } private void ToGrabState(PlayerNetwork player) { if (player.inputBuffer.CurrentTrigger().pressed && player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.Throw) { AttackSO attack = PlayerComboSystem.GetThrow(player.playerStats); player.attackNetwork = SetAttack(player.attackInput, attack); EnterState(player, "Grab"); } } private void ToHurtState(PlayerNetwork player) { if (IsColliding(player)) { if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw) { EnterState(player, "Grabbed"); return; } if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw) { EnterState(player, "Grabbed"); return; } 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 (IsBlocking(player)) { if (player.direction.y < 0) EnterState(player, "BlockLow"); else EnterState(player, "Block"); } else { if (player.attackHurtNetwork.hardKnockdown || player.attackHurtNetwork.moveName == "Shadowbreak") EnterState(player, "Airborne"); else { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) EnterState(player, "Hurt"); else EnterState(player, "HurtAir"); } } } } }