using UnityEngine; public class AttackState : State { public static Vector2 start; private static Vector2 end; private static int knockbackFrame; private static bool knock; private static bool b; private static bool opponentInCorner; public override void UpdateLogic(PlayerNetwork player) { AttackSO attack = PlayerComboSystem.GetComboAttack(player.playerStats, player.attackInput, player.isCrouch, player.isAir); if (!player.enter) { b = false; SetTopPriority(player); player.animationFrames = 0; player.canChainAttack = false; player.inputBuffer.inputItems[0].frame = 0; player.enter = true; player.animation = attack.name; player.sound = attack.attackSound; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); opponentInCorner = false; if (DemonicsPhysics.IsInCorner(player.otherPlayer)) { opponentInCorner = true; } } if (!player.isAir) { player.velocity = new Vector2(attack.travelDistance.x * player.flip, attack.travelDistance.y); } else { player.velocity = new Vector2(player.velocity.x, player.velocity.y - player.gravity); } if (GameSimulation.Hitstop <= 0) { player.animationFrames++; player.attackFrames--; if (player.canChainAttack) { if (!b) { b = true; knockbackFrame = 0; start = player.position; end = new Vector2(player.position.x + (attack.knockbackForce.x * -player.flip), (float)DemonicsPhysics.GROUND_POINT - 0.5f); } knock = true; if ((!(player.attackInput == InputEnum.Medium && player.isCrouch || player.attackInput == InputEnum.Heavy)) || player.inputBuffer.inputItems[0].inputEnum == InputEnum.Special) { if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame) { player.attackInput = player.inputBuffer.inputItems[0].inputEnum; player.isCrouch = false; if (player.direction.y < 0) { player.isCrouch = true; } player.enter = false; if (player.attackInput == InputEnum.Special) { player.state = "Arcana"; } else { player.state = "Attack"; } } } } if (knock) { if (opponentInCorner && !player.isAir) { if (attack.knockbackDuration > 0) { if (knockbackFrame <= attack.knockbackDuration) { float ratio = (float)knockbackFrame / (float)attack.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 = attack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance); Vector2 nextPosition = new Vector2(nextX, baseY + arc); if (attack.causesSoftKnockdown) { nextPosition = new Vector2(nextX, player.position.y); } else { nextPosition = new Vector2(nextX, baseY + arc); } player.position = nextPosition; knockbackFrame++; } } } } } ToJumpForwardState(player); ToJumpState(player); ToIdleState(player); ToIdleFallState(player); } private void ToJumpState(PlayerNetwork player) { if (player.attackInput == InputEnum.Heavy && player.isCrouch) { if (player.direction.y > 0) { player.isCrouch = false; player.isAir = false; GameSimulation.Hitstop = 0; player.state = "Jump"; } } } private void ToJumpForwardState(PlayerNetwork player) { if (player.attackInput == InputEnum.Heavy && player.isCrouch) { if (player.direction.y > 0 && player.direction.x != 0) { 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) { knock = false; 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) { knock = false; player.enter = false; if (player.isAir) { player.isCrouch = false; player.isAir = false; player.attackInput = InputEnum.Direction; player.state = "Fall"; } else { if (player.direction.y < 0) { player.isCrouch = false; player.isAir = false; player.attackInput = InputEnum.Direction; player.state = "Crouch"; } else { player.isCrouch = false; player.isAir = false; player.attackInput = InputEnum.Direction; player.state = "Idle"; } } } } }