using UnityEngine; public class AttackState : State { private static AttackSO _attack; public static DemonicsVector2 start; private static DemonicsVector2 end; private static int knockbackFrame; 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; _attack = PlayerComboSystem.GetComboAttack(player.playerStats, player.attackInput, player.isCrouch, player.isAir); b = false; SetTopPriority(player); // player.canChainAttack = false; player.inputBuffer.inputItems[0].frame = 0; player.enter = true; player.sound = _attack.attackSound; player.animation = _attack.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(_attack.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)_attack.travelDistance.y); } 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) // { // if (!b) // { // b = true; // knockbackFrame = 0; // start = player.position; // end = new DemonicsVector2(player.position.x + (_attack.knockbackForce.x * -player.flip), DemonicsPhysics.GROUND_POINT); // } // knock = true; // if ((!(player.attackInput == InputEnum.Medium && player.isCrouch || player.attackInput == InputEnum.Heavy)) || player.inputBuffer.inputItems[0].inputEnum == InputEnum.Special) // { // if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame) // { // player.attackInput = player.inputBuffer.inputItems[0].inputEnum; // player.isCrouch = false; // if (player.direction.y < 0) // { // player.isCrouch = true; // } // player.enter = false; // if (player.attackInput == InputEnum.Special) // { // player.state = "Arcana"; // } // else // { // player.state = "Attack"; // } // } // } // } if (knock) { if (opponentInCorner && !player.isAir) { if (_attack.knockbackDuration > 0) { if (knockbackFrame <= _attack.knockbackDuration) { DemonicsFloat ratio = (DemonicsFloat)knockbackFrame / (DemonicsFloat)_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 = _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 (_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 (_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.attackInput = InputEnum.Direction; player.enter = false; player.state = "Idle"; } } private void ToIdleState(PlayerNetwork player) { if (player.attackFrames <= 0) { knock = false; player.enter = false; if (player.isAir) { player.isCrouch = false; player.isAir = false; player.attackInput = InputEnum.Direction; player.state = "Fall"; } else { if (player.direction.y < 0) { player.isCrouch = false; player.isAir = false; player.attackInput = InputEnum.Direction; player.state = "Crouch"; } else { player.isCrouch = false; player.isAir = false; player.attackInput = InputEnum.Direction; player.state = "Idle"; } } } } public override bool ToHurtState(PlayerNetwork player, AttackSO attack) { player.enter = false; if (_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(); player.player.OtherPlayerUI.IncreaseCombo(); return false; } if (attack.causesKnockdown) { player.state = "Airborne"; } else { if (attack.knockbackArc == 0 || attack.causesSoftKnockdown) { player.state = "Hurt"; } else { player.state = "HurtAir"; } } return true; } }