public class AttackState : State { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { if (player.juggleBounce & player.isAir) { player.position = new DemonicsVector2((DemonicsFloat)player.position.x, (DemonicsFloat)player.position.y + 7); player.juggleBounce = false; } player.animationFrames = 0; SetTopPriority(player); player.canChainAttack = false; player.enter = true; player.hitbox.enter = false; player.sound = player.attackNetwork.attackSound; player.animation = player.attackNetwork.name; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); UpdateFramedata(player); return; } if (player.animationFrames == 0) player.inputBuffer.inputItems[player.inputBuffer.index].frame = 0; player.dashDirection = 0; if (!player.isAir) { player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)player.attackNetwork.travelDistance.y); } else { player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY); } if (!player.hitstop) { AttackCancel(player); } if (!player.isAir) { if (player.pushbackDuration > 0 && player.knockback <= player.pushbackDuration) { DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.pushbackDuration; DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio); DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y); player.position = nextPosition; player.knockback++; if (player.position.x >= DemonicsPhysics.WALL_RIGHT_POINT) { player.position = new DemonicsVector2(DemonicsPhysics.WALL_RIGHT_POINT, player.position.y); } else if (player.position.x <= DemonicsPhysics.WALL_LEFT_POINT) { player.position = new DemonicsVector2(DemonicsPhysics.WALL_LEFT_POINT, player.position.y); } } } UpdateFramedata(player); ToJumpState(player); ToJumpForwardState(player); ToIdleState(player); ToIdleFallState(player); ToHurtState(player); Shadow(player); } private void AttackCancel(PlayerNetwork player) { player.animationFrames++; player.attackFrames--; if (player.canChainAttack) { if (player.inputBuffer.CurrentInput().frame != 0) { if ((DemonicsFloat)player.position.y > DemonicsPhysics.GROUND_POINT) { player.isAir = true; } if (player.inputBuffer.CurrentInput().inputEnum == InputEnum.Special) { Arcana(player, player.isAir); } else { if (!(player.attackInput == InputEnum.Medium && player.isCrouch)) { if (player.inputBuffer.CurrentInput().inputEnum != InputEnum.Throw) { if (!(player.attackInput == InputEnum.Heavy && !player.isCrouch && player.inputBuffer.CurrentInput().inputEnum == InputEnum.Heavy && player.direction.y >= 0)) { Attack(player, player.isAir); } } } } } } } private void ToJumpState(PlayerNetwork player) { if (player.attackNetwork.jumpCancelable && player.canChainAttack || player.isAir && player.canDoubleJump && player.canChainAttack) { if (player.direction.y > 0) { if (player.isAir) { player.canDoubleJump = false; } player.juggleBounce = true; player.isCrouch = false; player.isAir = false; GameSimulation.Hitstop = 0; EnterState(player, "Jump"); } } } private void ToJumpForwardState(PlayerNetwork player) { if (player.attackNetwork.jumpCancelable && player.canChainAttack || player.isAir && player.canDoubleJump && player.canChainAttack) { if (player.direction.y > 0 && player.direction.x != 0) { if (player.isAir) { player.canDoubleJump = false; } player.jumpDirection = (int)player.direction.x; player.juggleBounce = true; player.isCrouch = false; player.isAir = false; GameSimulation.Hitstop = 0; EnterState(player, "JumpForward"); } } } private void ToIdleFallState(PlayerNetwork player) { if (player.isAir && (DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0) { player.sound = "Landed"; player.inPushback = false; player.isCrouch = false; player.isAir = false; EnterState(player, "Idle"); } } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { if (player.isAir || (DemonicsFloat)player.position.y > DemonicsPhysics.GROUND_POINT) { player.isCrouch = false; player.isAir = false; EnterState(player, "Fall"); } else { if (player.direction.y < 0) { player.isCrouch = false; player.isAir = false; EnterState(player, "Crouch"); } else { player.isCrouch = false; player.isAir = false; EnterState(player, "Idle"); } } } } private void ToHurtState(PlayerNetwork player) { if (IsColliding(player)) { if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw) { EnterState(player, "Grabbed"); return; } if (player.attackHurtNetwork.moveName == "Shadowbreak") { EnterState(player, "Knockback"); return; } if (player.attackNetwork.superArmor && !player.player.PlayerAnimator.InRecovery(player.animation, player.animationFrames)) { player.sound = player.attackHurtNetwork.impactSound; if (player.attackHurtNetwork.cameraShakerNetwork.timer > 0) { CameraShake.Instance.Shake(player.attackHurtNetwork.cameraShakerNetwork); } player.health -= CalculateDamage(player, player.attackHurtNetwork.damage, player.playerStats.Defense); player.healthRecoverable -= CalculateRecoverableDamage(player, player.attackHurtNetwork.damage, player.playerStats.Defense); player.canChainAttack = false; if (GameSimulation.Hitstop <= 0) { GameSimulation.Hitstop = player.attackHurtNetwork.hitstop; } player.player.PlayerAnimator.SpriteSuperArmorEffect(); player.player.PlayerUI.Damaged(); player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); return; } if (DemonicsPhysics.IsInCorner(player)) { player.otherPlayer.knockback = 0; player.otherPlayer.pushbackStart = player.otherPlayer.position; player.otherPlayer.pushbackEnd = new DemonicsVector2(player.otherPlayer.position.x + (player.attackHurtNetwork.knockbackForce * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT); player.otherPlayer.pushbackDuration = player.attackHurtNetwork.knockbackDuration; } if (player.attackHurtNetwork.hardKnockdown) { EnterState(player, "Airborne"); } else { if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT) { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) { EnterState(player, "Hurt"); } else { EnterState(player, "HurtAir"); } } else { EnterState(player, "HurtAir"); } } } } }