using UnityEngine; public class ArcanaState : State { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { if (player.CurrentState != this) return; SetTopPriority(player); player.dashFrames = 0; player.arcanaGauge -= PlayerStatsSO.ARCANA_MULTIPLIER; player.enter = true; player.canChainAttack = false; player.animation = player.attackNetwork.name; player.sound = player.attackNetwork.attackSound; player.animationFrames = 0; player.hitbox.enter = false; player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation); player.velocity = new DemonVector2(player.attackNetwork.travelDistance.x * (DemonFloat)player.flip, (DemonFloat)player.attackNetwork.travelDistance.y); player.InitializeProjectile(player.attackNetwork.moveName, player.attackNetwork, player.attackNetwork.projectileSpeed, player.attackNetwork.projectilePriority, player.attackNetwork.projectileDestroyOnHit); player.invincible = player.player.PlayerAnimator.GetInvincible(player.animation, player.animationFrames); if (player.invincible) player.player.PlayerUI.DisplayNotification(NotificationTypeEnum.Reversal); if (player.attackNetwork.superArmor > 0) player.player.PlayerAnimator.ArmorMaterial(); UpdateFramedata(player); return; } if (!player.hitstop) { if (player.attackNetwork.travelDistance.y > 0) { player.velocity = new DemonVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY); ToIdleFallState(player); } player.animationFrames++; player.attackFrames--; } player.invincible = player.player.PlayerAnimator.GetInvincible(player.animation, player.animationFrames); if (player.invincible) player.player.PlayerAnimator.InvinciblelMaterial(); else player.player.PlayerAnimator.NormalMaterial(); UpdateFramedata(player); ToIdleState(player); Projectile(player); ToHurtState(player); } private void Projectile(PlayerNetwork player) { if (player.dashFrames == 0) { bool isProjectile = player.player.PlayerAnimator.GetProjectile(player.animation, player.animationFrames); if (isProjectile) { player.dashFrames = 1; if (player.flip == 1) { player.SetProjectile(player.attackNetwork.moveName, new DemonVector2(player.position.x + (player.attackNetwork.projectilePosition.x * player.flip), player.position.y + player.attackNetwork.projectilePosition.y), false); } else { player.SetProjectile(player.attackNetwork.moveName, new DemonVector2(player.position.x + (player.attackNetwork.projectilePosition.x * player.flip), player.position.y + player.attackNetwork.projectilePosition.y), true); } } } } private void ToIdleFallState(PlayerNetwork player) { if (player.isAir && player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonFloat)player.velocity.y <= (DemonFloat)0) { player.SetParticle("Fall", player.position); player.sound = "Landed"; CheckTrainingGauges(player); player.invincible = false; player.dashFrames = 0; player.isCrouch = false; player.isAir = false; EnterState(player, "Idle"); } } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { CheckTrainingGauges(player); player.dashFrames = 0; if (player.isAir || player.position.y > DemonicsPhysics.GROUND_POINT) { player.invincible = false; player.isCrouch = false; player.isAir = false; EnterState(player, "Fall"); } else { if (player.invincible) { player.SetParticle("Fall", player.position); player.sound = "Landed"; } player.invincible = false; player.isCrouch = false; player.isAir = false; EnterState(player, "Idle"); } } } private void ToHurtState(PlayerNetwork player) { if (IsColliding(player)) { if (player.attackNetwork.superArmor > 0 && !player.player.PlayerAnimator.InRecovery(player.animation, player.animationFrames)) { SuperArmorHurt(player); return; } player.dashFrames = 0; player.enter = false; 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 (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw) EnterState(player, "Grabbed"); if (player.attackHurtNetwork.moveName == "Shadowbreak") EnterState(player, "Knockback"); if (IsBlocking(player)) { if (player.direction.y < 0) EnterState(player, "BlockLow"); else EnterState(player, "Block"); } else { player.player.PlayerUI.DisplayNotification(NotificationTypeEnum.Punish); if (player.attackHurtNetwork.hardKnockdown) EnterState(player, "Airborne"); else { if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown) if (player.position.y <= DemonicsPhysics.GROUND_POINT) EnterState(player, "Hurt"); else EnterState(player, "HurtAir"); else EnterState(player, "HurtAir"); } } } } }