using UnityEngine; public class HurtState : State { private static AttackSO hurtAttack; public static Vector2 start; private static Vector2 end; private static int knockbackFrame; public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { hurtAttack = PlayerComboSystem.GetComboAttack(player.otherPlayer.playerStats, player.otherPlayer.attackInput, player.otherPlayer.isCrouch, player.otherPlayer.isAir); // player.health -= player.player.CalculateDamage(hurtAttack); player.player.SetHealth(player.player.CalculateDamage(hurtAttack)); player.player.StartShakeContact(); player.player.PlayerUI.Damaged(); player.player.OtherPlayerUI.IncreaseCombo(); player.enter = true; GameSimulation.Hitstop = hurtAttack.hitstop; player.sound = hurtAttack.impactSound; if (player.otherPlayer.isAir) { Vector2 hurtEffectPosition = new Vector2(player.otherPlayer.hitbox.position.x + ((player.otherPlayer.hitbox.size.x / 2) * -player.flip) - (0.3f * -player.flip), player.otherPlayer.hitbox.position.y - (0.1f * -player.flip)); hurtAttack.hurtEffectPosition = hurtEffectPosition; } else { Vector2 hurtEffectPosition = new Vector2(player.otherPlayer.hitbox.position.x + ((player.otherPlayer.hitbox.size.x / 2) * -player.flip) - (0.3f * -player.flip), player.otherPlayer.hitbox.position.y); hurtAttack.hurtEffectPosition = hurtEffectPosition; } player.SetEffect(hurtAttack.hurtEffect, hurtAttack.hurtEffectPosition); if (hurtAttack.cameraShaker != null && !hurtAttack.causesSoftKnockdown) { CameraShake.Instance.Shake(hurtAttack.cameraShaker); } player.animationFrames = 0; player.stunFrames = hurtAttack.hitStun; knockbackFrame = 0; start = player.position; //end = new Vector2(player.position.x + (hurtAttack.knockbackForce.x * -player.flip), player.position.y + hurtAttack.knockbackForce.y); end = new Vector2(player.position.x + (hurtAttack.knockbackForce.x * -player.flip), (float)DemonicsPhysics.GROUND_POINT - 0.5f); } player.animation = "Hurt"; player.animationFrames++; if (GameSimulation.Hitstop <= 0) { if (hurtAttack.knockbackDuration > 0) { float ratio = (float)knockbackFrame / (float)hurtAttack.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 = hurtAttack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance); Vector2 nextPosition = new Vector2(nextX, baseY + arc); nextPosition = new Vector2(nextX, baseY + arc); if (hurtAttack.causesSoftKnockdown) { nextPosition = new Vector2(nextX, player.position.y); } else { nextPosition = new Vector2(nextX, baseY + arc); } player.position = nextPosition; knockbackFrame++; } player.player.StopShakeCoroutine(); player.stunFrames--; } ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.stunFrames <= 0) { player.player.StopShakeCoroutine(); player.player.OtherPlayer.StopComboTimer(); player.player.PlayerUI.UpdateHealthDamaged(); player.enter = false; player.state = "Idle"; } } }