Files
2024-01-19 21:40:21 +02:00

288 lines
12 KiB
C#

using UnityEngine;
public class AttackState : State
{
private readonly int _guardBreakSelfDamage = 350;
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
if (player.juggleBounce & player.isAir)
{
player.position = new DemonVector2(player.position.x, player.position.y + 7);
player.juggleBounce = false;
}
player.attackNetwork.guardBreak = false;
if (player.attackNetwork.attackType == AttackTypeEnum.Break && !player.isAir)
{
if (player.healthRecoverable == player.health)
{
player.attackNetwork.guardBreak = true;
if (player.health > _guardBreakSelfDamage)
player.health -= _guardBreakSelfDamage;
else
player.health = 1;
player.healthRecoverable -= _guardBreakSelfDamage - 100;
player.player.StartShakeContact();
player.player.PlayerUI.Damaged();
player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
DemonVector2 effectPosition = new(player.position.x, player.position.y + 20);
player.SetParticle("GuardBreak", effectPosition);
}
//CheckTrainingComboEnd(player);
}
if (player.attackNetwork.superArmor > 0)
player.player.PlayerAnimator.ArmorMaterial();
player.animationFrames = 0;
SetTopPriority(player);
player.canChainAttack = false;
player.enter = true;
player.hitbox.enter = false;
player.sound = player.attackNetwork.attackSound;
player.soundGroup = player.attackNetwork.name[1..];
player.animation = player.attackNetwork.name;
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
UpdateFramedata(player);
return;
}
if (player.animationFrames == 0)
player.inputBuffer.triggers[player.inputBuffer.indexTrigger].frame = 0;
if (player.dashFrames <= 0)
player.dashDirection = 0;
if (!player.isAir)
player.velocity = new DemonVector2(player.attackNetwork.travelDistance.x * (DemonFloat)player.flip, (DemonFloat)player.attackNetwork.travelDistance.y);
else
{
if (player.dashFrames > 0)
Dash(player);
else
{
player.dashDirection = 0;
player.velocity = new DemonVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY);
}
}
if (!player.hitstop)
AttackCancel(player);
if (!player.isAir)
{
if (player.pushbackDuration > 0 && player.knockback <= player.pushbackDuration)
{
DemonFloat ratio = (DemonFloat)player.knockback / (DemonFloat)player.pushbackDuration;
DemonFloat nextX = DemonFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
DemonVector2 nextPosition = new DemonVector2(nextX, player.position.y);
player.position = nextPosition;
player.knockback++;
if (player.position.x >= DemonicsPhysics.WALL_RIGHT_POINT)
player.position = new DemonVector2(DemonicsPhysics.WALL_RIGHT_POINT, player.position.y);
else if (player.position.x <= DemonicsPhysics.WALL_LEFT_POINT)
player.position = new DemonVector2(DemonicsPhysics.WALL_LEFT_POINT, player.position.y);
}
}
UpdateFramedata(player);
ToJumpForwardState(player);
ToJumpState(player);
ToIdleState(player);
ToIdleFallState(player);
ToHurtState(player);
Shadow(player);
}
private void Dash(PlayerNetwork player)
{
bool forwardDash = player.dashDirection * player.flip == 1;
int startUpFrames = forwardDash ? 9 : 13;
int recoveryFrames = forwardDash ? 2 : 3;
DemonFloat dashforce = forwardDash ? player.playerStats.DashAirForce : player.playerStats.DashBackAirForce;
if (player.dashFrames < startUpFrames && player.dashFrames > recoveryFrames)
player.velocity = new DemonVector2(player.dashDirection * dashforce, 0);
else
player.velocity = new DemonVector2(player.dashDirection * (dashforce - (DemonFloat)1), 0);
if (player.dashFrames % 3 == 0)
{
if (player.flip > 0)
{
DemonVector2 effectPosition = new(player.position.x - 1, player.position.y);
player.SetEffect("Ghost", player.position, false);
}
else
{
DemonVector2 effectPosition = new(player.position.x + 1, player.position.y);
player.SetEffect("Ghost", player.position, true);
}
}
player.dashFrames--;
}
private void AttackCancel(PlayerNetwork player)
{
player.animationFrames++;
player.attackFrames--;
if (player.canChainAttack)
{
InputItemNetwork input = player.inputBuffer.CurrentTrigger();
if (input.frame == 0)
return;
if (input.inputEnum == InputEnum.Throw)
return;
if ((DemonFloat)player.position.y > DemonicsPhysics.GROUND_POINT)
player.isAir = true;
if (!player.isAir)
{
bool crouching = player.attackNetwork.name.Contains("2");
if (player.attackInput != InputEnum.Heavy && !crouching)
{
if ((int)input.inputEnum == (int)player.attackInput && input.crouch == crouching)
return;
if ((int)input.inputEnum < (int)player.attackInput)
return;
}
}
if (input.inputEnum == InputEnum.Special)
Arcana(player, player.isAir);
else
{
if (input.inputEnum == InputEnum.Heavy && player.attackInput != InputEnum.Light)
return;
if (!(player.attackInput == InputEnum.Medium && player.isCrouch))
if (!(player.attackInput == InputEnum.Heavy && !player.isCrouch && input.inputEnum == InputEnum.Heavy && player.direction.y >= 0))
Attack(player, player.isAir);
}
}
}
private void ToJumpState(PlayerNetwork player)
{
if (player.attackNetwork.jumpCancelable && player.canChainAttack || player.isAir && player.canDoubleJump && player.canChainAttack && !player.hasJumped)
{
if (player.direction.y > 0)
{
if (player.isAir)
player.canDoubleJump = false;
player.juggleBounce = true;
player.isCrouch = false;
player.isAir = false;
player.canChainAttack = false;
GameSimulation.Hitstop = 0;
EnterState(player, "Jump");
}
}
else if (player.direction.y <= 0 && player.hasJumped)
player.hasJumped = false;
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.attackNetwork.jumpCancelable && player.canChainAttack || player.isAir && player.canDoubleJump && player.canChainAttack && !player.hasJumped)
{
if (player.direction.y > 0 && player.direction.x != 0)
{
if (player.isAir)
player.canDoubleJump = false;
player.jumpDirection = (int)player.direction.x;
player.juggleBounce = true;
player.isCrouch = false;
player.isAir = false;
player.canChainAttack = false;
GameSimulation.Hitstop = 0;
EnterState(player, "JumpForward");
}
}
else if (player.direction.y <= 0 && player.hasJumped)
player.hasJumped = false;
}
private void ToIdleFallState(PlayerNetwork player)
{
if (!player.hitstop)
if (player.isAir && (DemonFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonFloat)player.velocity.y <= (DemonFloat)0)
{
player.canChainAttack = false;
player.SetParticle("Fall", player.position);
player.sound = "Landed";
player.inPushback = false;
player.isCrouch = false;
player.isAir = false;
EnterState(player, "Idle");
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.attackFrames <= 0)
{
if (player.isAir || (DemonFloat)player.position.y > DemonicsPhysics.GROUND_POINT)
{
player.canChainAttack = false;
player.isCrouch = false;
player.isAir = false;
EnterState(player, "Fall");
}
else
{
if (player.direction.y < 0)
{
player.canChainAttack = false;
player.isCrouch = false;
player.isAir = false;
EnterState(player, "Crouch");
}
else
{
player.canChainAttack = false;
player.isCrouch = false;
player.isAir = false;
EnterState(player, "Idle");
}
}
}
}
private void ToHurtState(PlayerNetwork player)
{
if (IsColliding(player))
{
player.canChainAttack = false;
if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw)
{
EnterState(player, "Grabbed");
return;
}
if (player.attackHurtNetwork.moveName == "Shadowbreak")
{
EnterState(player, "Knockback");
return;
}
if (player.attackNetwork.superArmor > 0 && !player.player.PlayerAnimator.InRecovery(player.animation, player.animationFrames))
{
SuperArmorHurt(player);
return;
}
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;
}
player.player.PlayerUI.DisplayNotification(NotificationTypeEnum.Punish);
if (player.attackHurtNetwork.hardKnockdown)
{
EnterState(player, "Airborne");
}
else
{
if ((DemonFloat)player.position.y <= DemonicsPhysics.GROUND_POINT)
{
if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
EnterState(player, "Hurt");
else
EnterState(player, "HurtAir");
}
else
EnterState(player, "HurtAir");
}
}
}
}