using UnityEngine; public class HurtState : HurtParentState { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { OnEnter(player); return; } if (player.enter) if (player.animationFrames < 4) { player.animationFrames++; } base.UpdateLogic(player); player.animation = "Hurt"; player.velocity = DemonVector2.Zero; ToIdleState(player); ToHurtState(player); ToShadowbreakState(player); } private void ToIdleState(PlayerNetwork player) { if (player.stunFrames <= 0 || player.comboTimer <= 0) { ResetCombo(player); player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); player.velocity = DemonVector2.Zero; if (player.health <= 0) { EnterState(player, "Death"); return; } if (AIHurt(player)) return; EnterState(player, "Idle"); } } private void ToHurtState(PlayerNetwork player) { if (IsColliding(player)) { if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw) { EnterState(player, "Grabbed"); return; } if (DemonicsPhysics.IsInCorner(player)) { player.otherPlayer.knockback = 0; player.otherPlayer.pushbackStart = player.otherPlayer.position; player.otherPlayer.pushbackEnd = new DemonVector2(player.otherPlayer.position.x + (player.attackHurtNetwork.knockbackForce * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT); player.otherPlayer.pushbackDuration = player.attackHurtNetwork.knockbackDuration; } player.player.StopShakeCoroutine(); player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); if (player.attackHurtNetwork.hardKnockdown) { EnterState(player, "Airborne"); } else { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) { EnterState(player, "Hurt"); } else { EnterState(player, "HurtAir"); } } } } protected override void OnEnter(PlayerNetwork player) { CheckFlip(player); base.OnEnter(player); } protected override void Knockback(PlayerNetwork player) { DemonFloat ratio = (DemonFloat)player.knockback / (DemonFloat)player.attackHurtNetwork.knockbackDuration; DemonFloat distance = player.pushbackEnd.x - player.pushbackStart.x; DemonFloat nextX = DemonFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio); DemonFloat baseY = DemonFloat.Lerp(player.pushbackStart.y, player.pushbackEnd.y, (nextX - player.pushbackStart.x) / distance); DemonFloat arc = player.attackHurtNetwork.knockbackArc * (nextX - player.pushbackStart.x) * (nextX - player.pushbackEnd.x) / ((-0.25f) * distance * distance); DemonVector2 nextPosition = DemonVector2.Zero; if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) { nextPosition = new DemonVector2(nextX, player.position.y); } else { nextPosition = new DemonVector2(nextX, baseY + arc); } player.position = nextPosition; if (player.position.x >= DemonicsPhysics.WALL_RIGHT_POINT) { player.position = new DemonVector2(DemonicsPhysics.WALL_RIGHT_POINT, player.position.y); } else if (player.position.x <= DemonicsPhysics.WALL_LEFT_POINT) { player.position = new DemonVector2(DemonicsPhysics.WALL_LEFT_POINT, player.position.y); } player.knockback++; } }