using UnityEngine; public class BlueFrenzyState : State { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.sound = "ParryStart"; SetTopPriority(player); CheckFlip(player); player.enter = true; player.animationFrames = 0; player.animation = "Parry"; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); } player.velocity = DemonicsVector2.Zero; if (!player.hitstop) { player.animationFrames++; player.attackFrames--; if (player.pushbackDuration > 0 && player.knockback <= player.pushbackDuration) { DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.pushbackDuration; DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio); DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y); player.position = nextPosition; player.knockback++; if (player.position.x >= DemonicsPhysics.WALL_RIGHT_POINT) { player.position = new DemonicsVector2(DemonicsPhysics.WALL_RIGHT_POINT, player.position.y); } else if (player.position.x <= DemonicsPhysics.WALL_LEFT_POINT) { player.position = new DemonicsVector2(DemonicsPhysics.WALL_LEFT_POINT, player.position.y); } } } bool isParrying = player.player.PlayerAnimator.GetParrying(player.animation, player.animationFrames); if (!player.otherPlayer.canChainAttack && DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox)) { if (isParrying) { Parry(player); } else { ToHurtState(player); } } if (isParrying) { player.health = player.healthRecoverable; } ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { EnterState(player, "Idle"); } } private void Parry(PlayerNetwork player) { player.sound = "Parry"; DemonicsVector2 hurtEffectPosition = new DemonicsVector2(player.position.x + (20 * player.flip), player.otherPlayer.hitbox.position.y); player.SetEffect("Parry", hurtEffectPosition); player.otherPlayer.canChainAttack = true; GameSimulation.Hitstop = 10; if (DemonicsPhysics.IsInCorner(player.otherPlayer)) { player.knockback = 0; player.pushbackStart = player.position; player.pushbackEnd = new DemonicsVector2(player.position.x + (24 * -player.flip), DemonicsPhysics.GROUND_POINT); player.pushbackDuration = 10; } else { player.otherPlayer.knockback = 0; player.otherPlayer.pushbackStart = player.otherPlayer.position; player.otherPlayer.pushbackEnd = new DemonicsVector2(player.otherPlayer.position.x + (24 * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT); player.otherPlayer.pushbackDuration = 10; } player.health = player.healthRecoverable; } private void ToHurtState(PlayerNetwork player) { player.attackHurtNetwork = player.otherPlayer.attackNetwork; if (DemonicsPhysics.IsInCorner(player)) { player.otherPlayer.knockback = 0; player.otherPlayer.pushbackStart = player.otherPlayer.position; player.otherPlayer.pushbackEnd = new DemonicsVector2(player.otherPlayer.position.x + (player.attackHurtNetwork.knockbackForce * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT); player.otherPlayer.pushbackDuration = player.attackHurtNetwork.knockbackDuration; } if (IsBlocking(player)) { if (player.direction.y < 0) { EnterState(player, "BlockLow"); } else { EnterState(player, "Block"); } } else { if (player.attackHurtNetwork.hardKnockdown) { EnterState(player, "Airborne"); } else { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) { EnterState(player, "Hurt"); } else { EnterState(player, "HurtAir"); } } } } }