using UnityEngine; public class AttackState : State { private readonly int _guardBreakSelfDamage = 350; public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { if (player.juggleBounce & player.isAir) { player.position = new DemonVector2(player.position.x, player.position.y + 7); player.juggleBounce = false; } player.attackNetwork.guardBreak = false; if (player.attackNetwork.attackType == AttackTypeEnum.Break) { if (player.healthRecoverable == player.health) { player.attackNetwork.guardBreak = true; if (player.health > _guardBreakSelfDamage) player.health -= _guardBreakSelfDamage; else player.health = 1; player.healthRecoverable -= _guardBreakSelfDamage - 100; player.player.StartShakeContact(); player.player.PlayerUI.Damaged(); player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); DemonVector2 effectPosition = new DemonVector2(player.position.x, player.position.y + 20); player.SetParticle("GuardBreak", effectPosition); } //CheckTrainingComboEnd(player); } if (player.attackNetwork.superArmor > 0) player.player.PlayerAnimator.ArmorMaterial(); player.animationFrames = 0; SetTopPriority(player); player.canChainAttack = false; player.enter = true; player.hitbox.enter = false; player.sound = player.attackNetwork.attackSound; player.animation = player.attackNetwork.name; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); UpdateFramedata(player); return; } if (player.animationFrames == 0) player.inputBuffer.triggers[player.inputBuffer.indexTrigger].frame = 0; if (player.dashFrames <= 0) player.dashDirection = 0; if (!player.isAir) player.velocity = new DemonVector2(player.attackNetwork.travelDistance.x * (DemonFloat)player.flip, (DemonFloat)player.attackNetwork.travelDistance.y); else { if (player.dashFrames > 0) Dash(player); else { player.dashDirection = 0; player.velocity = new DemonVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY); } } if (!player.hitstop) { AttackCancel(player); } if (!player.isAir) { if (player.pushbackDuration > 0 && player.knockback <= player.pushbackDuration) { DemonFloat ratio = (DemonFloat)player.knockback / (DemonFloat)player.pushbackDuration; DemonFloat nextX = DemonFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio); DemonVector2 nextPosition = new DemonVector2(nextX, player.position.y); player.position = nextPosition; player.knockback++; 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); } } } UpdateFramedata(player); ToJumpState(player); ToJumpForwardState(player); ToIdleState(player); ToIdleFallState(player); ToHurtState(player); Shadow(player); } private void Dash(PlayerNetwork player) { bool forwardDash = player.dashDirection * player.flip == 1 ? true : false; int startUpFrames = forwardDash ? 9 : 13; int recoveryFrames = forwardDash ? 2 : 3; DemonFloat dashforce = forwardDash ? player.playerStats.DashAirForce : player.playerStats.DashBackAirForce; if (player.dashFrames < startUpFrames && player.dashFrames > recoveryFrames) { player.velocity = new DemonVector2(player.dashDirection * dashforce, 0); } else { player.velocity = new DemonVector2(player.dashDirection * (dashforce - (DemonFloat)1), 0); } if (player.dashFrames % 3 == 0) { if (player.flip > 0) { DemonVector2 effectPosition = new(player.position.x - 1, player.position.y); player.SetEffect("Ghost", player.position, false); } else { DemonVector2 effectPosition = new(player.position.x + 1, player.position.y); player.SetEffect("Ghost", player.position, true); } } player.dashFrames--; } private void AttackCancel(PlayerNetwork player) { player.animationFrames++; player.attackFrames--; if (player.canChainAttack) { InputItemNetwork input = player.inputBuffer.CurrentTrigger(); if (input.frame != 0) { if ((DemonFloat)player.position.y > DemonicsPhysics.GROUND_POINT) { player.isAir = true; } if (input.inputEnum == InputEnum.Special) { Arcana(player, player.isAir); } else { if (input.inputEnum == InputEnum.Heavy && input.inputDirection != InputDirectionEnum.Down && player.attackInput != InputEnum.Light) return; if (!(player.attackInput == InputEnum.Medium && player.isCrouch)) if (input.inputEnum != InputEnum.Throw) if (!(player.attackInput == InputEnum.Heavy && !player.isCrouch && input.inputEnum == InputEnum.Heavy && player.direction.y >= 0)) Attack(player, player.isAir); } } } } private void ToJumpState(PlayerNetwork player) { if (player.attackNetwork.jumpCancelable && player.canChainAttack || player.isAir && player.canDoubleJump && player.canChainAttack) { if (player.direction.y > 0) { if (player.isAir) player.canDoubleJump = false; player.juggleBounce = true; player.isCrouch = false; player.isAir = false; GameSimulation.Hitstop = 0; EnterState(player, "Jump"); } } } private void ToJumpForwardState(PlayerNetwork player) { if (player.attackNetwork.jumpCancelable && player.canChainAttack || player.isAir && player.canDoubleJump && player.canChainAttack) { if (player.direction.y > 0 && player.direction.x != 0) { if (player.isAir) player.canDoubleJump = false; player.jumpDirection = (int)player.direction.x; player.juggleBounce = true; player.isCrouch = false; player.isAir = false; GameSimulation.Hitstop = 0; EnterState(player, "JumpForward"); } } } private void ToIdleFallState(PlayerNetwork player) { if (player.isAir && (DemonFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonFloat)player.velocity.y <= (DemonFloat)0) { player.SetParticle("Fall", player.position); player.sound = "Landed"; player.inPushback = false; player.isCrouch = false; player.isAir = false; EnterState(player, "Idle"); } } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { if (player.isAir || (DemonFloat)player.position.y > DemonicsPhysics.GROUND_POINT) { player.isCrouch = false; player.isAir = false; EnterState(player, "Fall"); } else { if (player.direction.y < 0) { player.isCrouch = false; player.isAir = false; EnterState(player, "Crouch"); } else { player.isCrouch = false; player.isAir = false; EnterState(player, "Idle"); } } } } private void ToHurtState(PlayerNetwork player) { if (IsColliding(player)) { if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw) { EnterState(player, "Grabbed"); return; } if (player.attackHurtNetwork.moveName == "Shadowbreak") { EnterState(player, "Knockback"); return; } if (player.attackNetwork.superArmor > 0 && !player.player.PlayerAnimator.InRecovery(player.animation, player.animationFrames)) { SuperArmorHurt(player); 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.PlayerUI.DisplayNotification(NotificationTypeEnum.Punish); if (player.attackHurtNetwork.hardKnockdown) { EnterState(player, "Airborne"); } else { if ((DemonFloat)player.position.y <= DemonicsPhysics.GROUND_POINT) { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) EnterState(player, "Hurt"); else EnterState(player, "HurtAir"); } else EnterState(player, "HurtAir"); } } } }