Files
2022-12-26 21:22:49 +02:00

68 lines
2.9 KiB
C#

using UnityEngine;
public class HurtState : State
{
private static AttackSO hurtAttack;
public static Vector2 start;
private static Vector2 end;
private static int knockbackFrame;
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
hurtAttack = PlayerComboSystem.GetComboAttack(player.otherPlayer.playerStats, player.otherPlayer.attackInput, player.otherPlayer.isCrouch, player.otherPlayer.isAir);
// player.health -= player.player.CalculateDamage(hurtAttack);
player.player.SetHealth(player.player.CalculateDamage(hurtAttack));
player.player.StartShakeContact();
player.player.PlayerUI.Damaged();
player.player.OtherPlayerUI.IncreaseCombo();
player.enter = true;
GameSimulation.Hitstop = hurtAttack.hitstop;
player.sound = hurtAttack.impactSound;
player.SetEffect(hurtAttack.hurtEffect, player.position);
if (hurtAttack.cameraShaker != null && !hurtAttack.causesSoftKnockdown)
{
CameraShake.Instance.Shake(hurtAttack.cameraShaker);
}
player.animationFrames = 0;
player.stunFrames = hurtAttack.hitStun;
knockbackFrame = 0;
start = player.position;
//end = new Vector2(player.position.x + (hurtAttack.knockbackForce.x * -player.flip), player.position.y + hurtAttack.knockbackForce.y);
end = new Vector2(player.position.x + (hurtAttack.knockbackForce.x * -player.flip), (float)DemonicsPhysics.GROUND_POINT - 0.5f);
}
player.animation = "Hurt";
if (GameSimulation.Hitstop <= 0)
{
if (hurtAttack.knockbackDuration > 0)
{
float ratio = (float)knockbackFrame / (float)hurtAttack.knockbackDuration;
float distance = end.x - start.x;
float nextX = Mathf.Lerp(start.x, end.x, ratio);
float baseY = Mathf.Lerp(start.y, end.y, (nextX - start.x) / distance);
float arc = hurtAttack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance);
Vector2 nextPosition = new Vector2(nextX, baseY + arc);
nextPosition = new Vector2(nextX, baseY + arc);
Debug.Log(end);
player.position = nextPosition;
knockbackFrame++;
}
player.player.StopShakeCoroutine();
player.animationFrames++;
player.stunFrames--;
}
ToIdleState(player);
}
private void ToIdleState(PlayerNetwork player)
{
if (player.stunFrames <= 0)
{
player.player.StopShakeCoroutine();
player.player.OtherPlayer.StopComboTimer();
player.player.PlayerUI.UpdateHealthDamaged();
player.enter = false;
player.state = "Idle";
}
}
}