Files

144 lines
5.2 KiB
C#

using UnityEngine;
public class BlueFrenzyState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.sound = "ParryStart";
SetTopPriority(player);
CheckFlip(player);
player.enter = true;
player.animationFrames = 0;
player.animation = "Parry";
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
UpdateFramedata(player);
return;
}
if (!player.hitstop)
{
player.animationFrames++;
player.attackFrames--;
if (player.pushbackDuration > 0 && player.knockback <= player.pushbackDuration)
{
DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.pushbackDuration;
DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y);
player.position = nextPosition;
player.knockback++;
if (player.position.x >= DemonicsPhysics.WALL_RIGHT_POINT)
{
player.position = new DemonicsVector2(DemonicsPhysics.WALL_RIGHT_POINT, player.position.y);
}
else if (player.position.x <= DemonicsPhysics.WALL_LEFT_POINT)
{
player.position = new DemonicsVector2(DemonicsPhysics.WALL_LEFT_POINT, player.position.y);
}
}
}
UpdateFramedata(player);
player.velocity = DemonicsVector2.Zero;
bool isParrying = player.player.PlayerAnimator.GetParrying(player.animation, player.animationFrames);
if (IsColliding(player))
{
if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw)
{
EnterState(player, "Grabbed");
return;
}
if (isParrying)
{
Parry(player);
}
else
{
ToHurtState(player);
}
}
ToIdleState(player);
ToParryState(player, isParrying);
}
private void ToIdleState(PlayerNetwork player)
{
if (player.attackFrames <= 0)
{
EnterState(player, "Idle");
}
}
private void ToParryState(PlayerNetwork player, bool isParrying)
{
if (player.inputBuffer.CurrentInput().pressed && player.inputBuffer.CurrentInput().inputEnum == InputEnum.Parry)
{
if (isParrying)
{
EnterState(player, "BlueFrenzy");
}
}
}
private void Parry(PlayerNetwork player)
{
player.sound = "Parry";
DemonicsVector2 hurtEffectPosition = new DemonicsVector2(player.position.x + (20 * player.flip), player.otherPlayer.hitbox.position.y);
player.SetEffect("Parry", hurtEffectPosition);
player.otherPlayer.canChainAttack = true;
GameSimulation.Hitstop = 10;
if (DemonicsPhysics.IsInCorner(player.otherPlayer))
{
player.knockback = 0;
player.pushbackStart = player.position;
player.pushbackEnd = new DemonicsVector2(player.position.x + (24 * -player.flip), DemonicsPhysics.GROUND_POINT);
player.pushbackDuration = 10;
}
else
{
player.otherPlayer.knockback = 0;
player.otherPlayer.pushbackStart = player.otherPlayer.position;
player.otherPlayer.pushbackEnd = new DemonicsVector2(player.otherPlayer.position.x + (24 * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT);
player.otherPlayer.pushbackDuration = 10;
}
player.health = player.healthRecoverable;
}
private void ToHurtState(PlayerNetwork player)
{
player.attackHurtNetwork = player.otherPlayer.attackNetwork;
if (DemonicsPhysics.IsInCorner(player))
{
player.otherPlayer.knockback = 0;
player.otherPlayer.pushbackStart = player.otherPlayer.position;
player.otherPlayer.pushbackEnd = new DemonicsVector2(player.otherPlayer.position.x + (player.attackHurtNetwork.knockbackForce * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT);
player.otherPlayer.pushbackDuration = player.attackHurtNetwork.knockbackDuration;
}
if (IsBlocking(player))
{
if (player.direction.y < 0)
{
EnterState(player, "BlockLow");
}
else
{
EnterState(player, "Block");
}
}
else
{
if (player.attackHurtNetwork.hardKnockdown)
{
EnterState(player, "Airborne");
}
else
{
if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
{
EnterState(player, "Hurt");
}
else
{
EnterState(player, "HurtAir");
}
}
}
}
}