using UnityEngine; public class ArcanaState : State { public override void UpdateLogic(PlayerNetwork player) { AttackSO attack = PlayerComboSystem.GetComboAttack(player.playerStats, InputEnum.Special, player.isCrouch, player.isAir); if (!player.enter) { player.enter = true; player.canChainAttack = false; GameplayManager.Instance.PlayerOne.CurrentAttack = attack; player.animation = attack.name; player.sound = attack.attackSound; player.animationFrames = 0; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); player.velocity = new Vector2(attack.travelDistance.x * player.flip, attack.travelDistance.y); } ToIdleState(player); if (GameSimulation.Hitstop <= 0) { if (attack.travelDistance.y > 0) { player.velocity = new Vector2(player.velocity.x, player.velocity.y - player.gravity); ToIdleFallState(player); } player.animationFrames++; player.attackFrames--; } } private void ToIdleFallState(PlayerNetwork player) { if ((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"; } } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { player.enter = false; if (player.isAir) { 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"; } } } }