using System.Collections; using System.Collections.Generic; using UnityEngine; public class BlockParentState : State { public static bool skipKnockback; protected AttackSO hurtAttack; protected Vector2 start; protected Vector2 end; protected int knockbackFrame; public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { OnEnter(player); } if (GameSimulation.Hitstop <= 0) { AfterHitstop(player); } } protected virtual void OnEnter(PlayerNetwork player) { hurtAttack = PlayerComboSystem.GetComboAttack(player.otherPlayer.playerStats, player.otherPlayer.attackInput, player.otherPlayer.isCrouch, player.otherPlayer.isAir); player.player.StartShakeContact(); player.enter = true; GameSimulation.Hitstop = hurtAttack.hitstop; player.sound = "Block"; Vector2 hurtEffectPosition = new Vector2(player.position.x + (5 * player.flip), player.otherPlayer.hitbox.position.y); hurtAttack.hurtEffectPosition = hurtEffectPosition; if (hurtAttack.isArcana) { player.SetEffect("Chip", hurtAttack.hurtEffectPosition); player.player.SetHealth(player.player.CalculateDamage(hurtAttack)); player.player.PlayerUI.Damaged(); player.player.PlayerUI.UpdateHealthDamaged(); } else { player.SetEffect("Block", hurtAttack.hurtEffectPosition); } player.animationFrames = 0; player.stunFrames = hurtAttack.hitStun; knockbackFrame = 0; start = player.position; end = new Vector2(player.position.x + (hurtAttack.knockbackForce.x * -player.flip), (float)DemonicsPhysics.GROUND_POINT - 0.5f); player.velocity = Vector2.zero; } protected virtual void AfterHitstop(PlayerNetwork player) { if (!skipKnockback) { if (hurtAttack.knockbackDuration > 0) { float ratio = (float)knockbackFrame / (float)hurtAttack.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 = hurtAttack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance); Vector2 nextPosition = new Vector2(nextX, baseY + arc); nextPosition = new Vector2(nextX, player.position.y); player.position = nextPosition; knockbackFrame++; } } player.player.StopShakeCoroutine(); player.stunFrames--; } public override bool ToHurtState(PlayerNetwork player, AttackSO attack) { player.enter = false; player.state = "Hurt"; return true; } public override bool ToBlockState(PlayerNetwork player, AttackSO attack) { player.enter = false; if (player.direction.y < 0) { player.state = "BlockLow"; } else { player.state = "Block"; } return true; } }