using UnityEngine; public class AttackState : State { private static bool knock; private static bool b; private static bool opponentInCorner; public override void UpdateLogic(PlayerNetwork player) { player.dashDirection = 0; if (!player.enter) { player.animationFrames = 0; b = false; 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); opponentInCorner = false; if (DemonicsPhysics.IsInCorner(player.otherPlayer)) { opponentInCorner = true; } } if (!player.isAir) { player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance * (DemonicsFloat)player.flip, (DemonicsFloat)0); } else { player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY); } if (GameSimulation.Hitstop <= 0) { player.animationFrames++; player.attackFrames--; if (player.canChainAttack && player.start) { // if (!b) // { // b = true; // knockbackFrame = 0; // start = player.position; // end = new DemonicsVector2(player.position.x + (player.attack.knockbackForce.x * -player.flip), DemonicsPhysics.GROUND_POINT); // } // knock = true; if ((!(player.attackInput == InputEnum.Medium && player.isCrouch))) { if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame) { player.attackInput = player.inputBuffer.inputItems[0].inputEnum; player.start = false; player.isAir = false; player.isCrouch = false; if (player.direction.y < 0) { player.isCrouch = true; } AttackSO atk = PlayerComboSystem.GetComboAttack(player.playerStats, player.attackInput, player.isCrouch, false); player.attackNetwork = new AttackNetwork() { damage = atk.damage, travelDistance = (DemonicsFloat)atk.travelDistance.x, name = atk.name, attackSound = atk.attackSound, hurtEffect = atk.hurtEffect, knockbackForce = (DemonicsFloat)atk.knockbackForce.x, knockbackDuration = atk.knockbackDuration, hitstop = atk.hitstop, impactSound = atk.impactSound, hitStun = atk.hitStun, comboTimerStarter = player.attackInput == InputEnum.Heavy ? ComboTimerStarterEnum.Red : ComboTimerStarterEnum.Yellow }; player.enter = false; player.state = "Attack"; } } } // if (knock) // { // if (opponentInCorner && !player.isAir) // { // if (player.attack.knockbackDuration > 0) // { // if (knockbackFrame <= player.attack.knockbackDuration) // { // DemonicsFloat ratio = (DemonicsFloat)knockbackFrame / (DemonicsFloat)player.attack.knockbackDuration; // DemonicsFloat distance = end.x - start.x; // DemonicsFloat nextX = DemonicsFloat.Lerp(start.x, end.x, ratio); // DemonicsFloat baseY = DemonicsFloat.Lerp(start.y, end.y, (nextX - start.x) / distance); // DemonicsFloat arc = player.attack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance); // DemonicsVector2 nextPosition = new DemonicsVector2((DemonicsFloat)nextX, (DemonicsFloat)baseY + arc); // nextPosition = new DemonicsVector2((DemonicsFloat)nextX, (DemonicsFloat)player.position.y); // player.position = nextPosition; // knockbackFrame++; // } // } // } // } } //ToJumpState(player); // ToJumpForwardState(player); ToIdleState(player); // ToIdleFallState(player); } private void ToJumpState(PlayerNetwork player) { if (player.attack.jumpCancelable) { 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.attack.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) { knock = false; player.isCrouch = false; player.isAir = false; player.enter = false; player.state = "Idle"; } } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { player.start = false; // knock = false; player.enter = false; player.isCrouch = false; player.isAir = false; player.state = "Idle"; // if (player.isAir) // { // player.attackInput = InputEnum.Direction; // player.isCrouch = false; // player.isAir = false; // player.state = "Fall"; // } // else // { // if (player.direction.y < 0) // { // player.attackInput = InputEnum.Direction; // player.isCrouch = false; // player.isAir = false; // player.state = "Crouch"; // } // else // { // player.attackInput = InputEnum.Direction; // player.isCrouch = false; // player.isAir = false; // player.state = "Idle"; // } // } } } public override bool ToHurtState(PlayerNetwork player, AttackSO attack) { player.enter = false; if (player.attack.hasSuperArmor && !player.player.PlayerAnimator.InRecovery()) { GameSimulation.Hitstop = attack.hitstop; player.player.PlayerAnimator.SpriteSuperArmorEffect(); player.player.SetHealth(player.player.CalculateDamage(attack)); player.player.StartShakeContact(); player.player.PlayerUI.Damaged(); return false; } if (attack.causesKnockdown) { player.state = "Airborne"; } else { if (attack.knockbackArc == 0 || attack.causesSoftKnockdown) { player.state = "Hurt"; } else { player.state = "HurtAir"; } } return true; } }