using UnityEngine; public class ArcanaState : State { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.arcana -= PlayerStatsSO.ARCANA_MULTIPLIER; player.enter = true; player.canChainAttack = false; player.animation = player.attackNetwork.name; player.sound = player.attackNetwork.attackSound; player.animationFrames = 0; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)player.attackNetwork.travelDistance.y); } ToIdleState(player); if (GameSimulation.Hitstop <= 0) { if (player.attackNetwork.travelDistance.y > 0) { player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY); ToIdleFallState(player); } player.animationFrames++; player.attackFrames--; } ToHurtState(player); } private void ToIdleFallState(PlayerNetwork player) { if (player.isAir && player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0) { player.isCrouch = false; player.isAir = false; player.enter = false; player.state = "Idle"; } } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { player.enter = false; if (player.isAir || player.position.y > DemonicsPhysics.GROUND_POINT) { player.isCrouch = false; player.isAir = false; player.state = "Fall"; } else { player.isCrouch = false; player.isAir = false; player.state = "Idle"; } } } 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 (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) { player.state = "BlockLow"; } else { player.state = "Block"; } } else { if (player.attackHurtNetwork.hardKnockdown) { player.state = "Airborne"; } else { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) { player.state = "Hurt"; } else { player.state = "HurtAir"; } } } } } }