using UnityEngine; public class AttackState : State { public override void UpdateLogic(PlayerNetwork player) { player.dashDirection = 0; if (!player.enter) { player.inputBuffer.inputItems[0].frame = 0; player.animationFrames = 0; SetTopPriority(player); player.canChainAttack = false; player.enter = true; player.sound = player.attackNetwork.attackSound; player.animation = player.attackNetwork.name; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); } if (!player.isAir) { player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)0); } else { player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY); } if (!player.hitstop) { player.animationFrames++; player.attackFrames--; if (player.canChainAttack) { if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame) { if (player.inputBuffer.inputItems[0].inputEnum == InputEnum.Special) { Arcana(player, player.isAir); } else { if ((!(player.attackInput == InputEnum.Medium && player.isCrouch)) && player.inputBuffer.inputItems[0].inputEnum != InputEnum.Throw) { Attack(player, player.isAir); } } } } } if (!player.isAir) { 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); } } } ToJumpState(player); ToJumpForwardState(player); ToIdleState(player); ToIdleFallState(player); ToHurtState(player); } private void ToJumpState(PlayerNetwork player) { if (player.attackNetwork.jumpCancelable && player.canChainAttack) { if (player.direction.y > 0) { player.enter = false; player.isCrouch = false; player.isAir = false; GameSimulation.Hitstop = 0; player.state = "Jump"; } } } private void ToJumpForwardState(PlayerNetwork player) { if (player.attackNetwork.jumpCancelable) { if (player.direction.y > 0 && player.direction.x != 0) { player.jumpDirection = (int)player.direction.x; player.enter = false; player.isCrouch = false; player.isAir = false; GameSimulation.Hitstop = 0; player.state = "JumpForward"; } } } private void ToIdleFallState(PlayerNetwork player) { if (player.isAir && (DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0) { player.inPushback = false; player.isCrouch = false; player.isAir = false; player.enter = false; player.state = "Idle"; } } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { player.attackPress = false; player.enter = false; if (player.isAir) { player.isCrouch = false; player.isAir = false; player.state = "Fall"; } else { if (player.direction.y < 0) { player.isCrouch = false; player.isAir = false; player.state = "Crouch"; } else { player.isCrouch = false; player.isAir = false; player.state = "Idle"; } } } } private void ToHurtState(PlayerNetwork player) { if (!player.otherPlayer.canChainAttack && IsColliding(player)) { player.attackHurtNetwork = player.otherPlayer.attackNetwork; if (player.attackNetwork.superArmor && !player.player.PlayerAnimator.InRecovery(player.animation, player.animationFrames)) { player.sound = player.attackHurtNetwork.impactSound; if (player.attackHurtNetwork.cameraShakerNetwork.timer > 0) { CameraShake.Instance.Shake(player.attackHurtNetwork.cameraShakerNetwork); } player.health -= CalculateDamage(player.attackHurtNetwork.damage, player.playerStats.Defense); player.healthRecoverable -= CalculateRecoverableDamage(player.attackHurtNetwork.damage, player.playerStats.Defense); player.otherPlayer.canChainAttack = true; GameSimulation.Hitstop = player.attackHurtNetwork.hitstop; player.player.PlayerAnimator.SpriteSuperArmorEffect(); player.player.PlayerUI.Damaged(); player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); return; } 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)) { player.enter = false; if (player.direction.y < 0) { player.state = "BlockLow"; } else { player.state = "Block"; } } else { player.enter = false; if (player.attackHurtNetwork.hardKnockdown) { player.state = "Airborne"; } else { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) { player.state = "Hurt"; } else { player.state = "HurtAir"; } } } } } }