using System.Collections; using System.Collections.Generic; using UnityEngine; public class BlockParentState : State { public static bool skipKnockback; public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { OnEnter(player); } if (GameSimulation.Hitstop <= 0) { AfterHitstop(player); } ToHurtState(player); } protected virtual void OnEnter(PlayerNetwork player) { player.otherPlayer.canChainAttack = true; player.player.StartShakeContact(); player.enter = true; GameSimulation.Hitstop = player.attackHurtNetwork.hitstop; player.sound = "Block"; DemonicsVector2 hurtEffectPosition = new DemonicsVector2(player.position.x + (5 * player.flip), player.otherPlayer.hitbox.position.y); if (player.attackHurtNetwork.hardKnockdown) { player.SetEffect("Chip", hurtEffectPosition); player.health -= 200; player.healthRecoverable -= 200; player.player.PlayerUI.Damaged(); player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); } else { player.SetEffect("Block", hurtEffectPosition); } player.animationFrames = 0; player.stunFrames = player.attackHurtNetwork.hitStun; player.knockback = 0; player.pushbackStart = player.position; player.pushbackEnd = new DemonicsVector2(player.position.x + (player.attackHurtNetwork.knockbackForce * -player.flip), DemonicsPhysics.GROUND_POINT); player.velocity = DemonicsVector2.Zero; } protected virtual void AfterHitstop(PlayerNetwork player) { player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY); if (player.attackHurtNetwork.knockbackDuration > 0 && player.knockback <= player.attackHurtNetwork.knockbackDuration) { DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackHurtNetwork.knockbackDuration; DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio); DemonicsVector2 nextPosition = DemonicsVector2.Zero; nextPosition = new DemonicsVector2(nextX, player.position.y); player.position = nextPosition; player.knockback++; } player.player.StopShakeCoroutine(); player.stunFrames--; } private void ToHurtState(PlayerNetwork player) { if (!player.otherPlayer.canChainAttack && DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox)) { player.enter = false; player.attackHurtNetwork = player.otherPlayer.attackNetwork; if (IsBlocking(player)) { if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0) { if (player.direction.y < 0) { player.state = "BlockLow"; } else { player.state = "Block"; } } else { player.state = "BlockAir"; } } else { if (player.attackHurtNetwork.hardKnockdown) { player.state = "Airborne"; } else { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) { player.state = "Hurt"; } else { player.state = "HurtAir"; } } } } } }