using System.Collections; using System.Collections.Generic; using Demonics; using UnityEngine; public class BlockParentState : State { public static bool skipKnockback; public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { CameraShake.Instance.Shake(new CameraShakerNetwork() { intensity = player.attackHurtNetwork.cameraShakerNetwork.intensity - 3, timer = player.attackHurtNetwork.cameraShakerNetwork.timer }); OnEnter(player); return; } if (SceneSettings.IsTrainingMode) player.framedataEnum = FramedataTypesEnum.Block; if (!player.hitstop) { AfterHitstop(player); } ToHurtState(player); ToShadowbreakState(player); } protected virtual void OnEnter(PlayerNetwork player) { player.otherPlayer.ArcanaGain(ArcanaGainTypes.AttackOnBlock); player.ArcanaGain(ArcanaGainTypes.DefendOnBlock); CheckFlip(player); player.otherPlayer.canChainAttack = true; player.player.StartShakeContact(); player.enter = true; GameSimulation.Hitstop = player.attackHurtNetwork.hitstop; player.sound = "Block"; DemonVector2 hurtEffectPosition = new DemonVector2(player.position.x + (5 * player.flip), player.hurtPosition.y); if (player.attackHurtNetwork.hardKnockdown) { player.SetParticle("Chip", hurtEffectPosition); player.health -= 200; player.healthRecoverable -= 200; player.player.PlayerUI.Damaged(); player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); } else { player.SetParticle("Block", hurtEffectPosition); } player.animationFrames = 0; player.stunFrames = player.attackHurtNetwork.blockStun; player.knockback = 0; player.pushbackStart = player.position; if (player.attackHurtNetwork.hardKnockdown) { player.attackHurtNetwork.knockbackDuration /= 2; player.pushbackEnd = new DemonVector2((player.position.x + (player.attackHurtNetwork.knockbackForce * -player.flip) / 2), DemonicsPhysics.GROUND_POINT); } else { player.pushbackEnd = new DemonVector2(player.position.x + (player.attackHurtNetwork.knockbackForce * -player.flip), DemonicsPhysics.GROUND_POINT); } player.velocity = DemonVector2.Zero; } protected virtual void AfterHitstop(PlayerNetwork player) { player.velocity = new DemonVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY); if (player.attackHurtNetwork.knockbackDuration > 0 && player.knockback <= player.attackHurtNetwork.knockbackDuration) { DemonFloat ratio = (DemonFloat)player.knockback / (DemonFloat)player.attackHurtNetwork.knockbackDuration; DemonFloat nextX = DemonFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio); DemonVector2 nextPosition = DemonVector2.Zero; nextPosition = new DemonVector2(nextX, player.position.y); 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++; } player.player.StopShakeCoroutine(); player.stunFrames--; } private void ToHurtState(PlayerNetwork player) { if (IsColliding(player)) { player.enter = false; 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; } if (IsBlocking(player, true)) { if ((DemonFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonFloat)player.velocity.y <= (DemonFloat)0) { if (player.direction.y < 0) { EnterState(player, "BlockLow"); } else { EnterState(player, "Block"); } } else { EnterState(player, "BlockAir"); } } else { if (player.attackHurtNetwork.hardKnockdown) { EnterState(player, "Airborne"); } else { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) { EnterState(player, "Hurt"); } else { EnterState(player, "HurtAir"); } } } } } }