using UnityEngine; public class AttackState : State { private static bool opponentInCorner; public override void UpdateLogic(PlayerNetwork player) { player.dashDirection = 0; if (!player.enter) { player.animationFrames = 0; SetTopPriority(player); player.canChainAttack = false; player.enter = true; player.sound = player.attackNetwork.attackSound; player.animation = player.attackNetwork.name; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); opponentInCorner = false; if (DemonicsPhysics.IsInCorner(player.otherPlayer)) { opponentInCorner = true; } } if (!player.isAir) { player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)0); } else { player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY); } if (GameSimulation.Hitstop <= 0) { player.animationFrames++; player.attackFrames--; if (player.canChainAttack) { if (player.attackPress) { if ((!(player.attackInput == InputEnum.Medium && player.isCrouch))) { if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame) { Attack(player, player.isAir); } } } if (player.arcanaPress) { if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame) { Arcana(player, player.isAir); } } } } if (!player.isAir) { if (player.pushbackDuration > 0 && player.knockback <= player.pushbackDuration) { DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackNetwork.knockbackDuration; DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio); DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y); player.position = nextPosition; player.knockback++; } } ToJumpState(player); ToJumpForwardState(player); ToIdleState(player); ToIdleFallState(player); } private void ToJumpState(PlayerNetwork player) { if (player.attackNetwork.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 (player.attackNetwork.jumpCancelable) { if (player.direction.y > 0 && player.direction.x != 0) { player.jumpDirection = (int)player.direction.x; 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) { player.inPushback = false; player.isCrouch = false; player.isAir = false; player.enter = false; player.state = "Idle"; } } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { player.attackPress = false; player.enter = false; if (player.isAir) { player.isCrouch = false; player.isAir = false; player.state = "Fall"; } else { if (player.direction.y < 0) { player.isCrouch = false; player.isAir = false; player.state = "Crouch"; } else { player.isCrouch = false; player.isAir = false; player.state = "Idle"; } } } } public override bool ToHurtState(PlayerNetwork player, AttackSO attack) { player.enter = false; if (player.attack.hasSuperArmor && !player.player.PlayerAnimator.InRecovery()) { GameSimulation.Hitstop = attack.hitstop; player.player.PlayerAnimator.SpriteSuperArmorEffect(); player.player.SetHealth(player.player.CalculateDamage(attack)); player.player.StartShakeContact(); player.player.PlayerUI.Damaged(); return false; } if (attack.causesKnockdown) { player.state = "Airborne"; } else { if (attack.knockbackArc == 0 || attack.causesSoftKnockdown) { player.state = "Hurt"; } else { player.state = "HurtAir"; } } return true; } }