Files
2022-12-27 17:24:54 +02:00

64 lines
2.2 KiB
C#

using UnityEngine;
public class ArcanaState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
AttackSO attack = PlayerComboSystem.GetComboAttack(player.playerStats, InputEnum.Special, player.isCrouch, player.isAir);
if (!player.enter)
{
player.enter = true;
player.canChainAttack = false;
GameplayManager.Instance.PlayerOne.CurrentAttack = attack;
player.animation = attack.name;
player.sound = attack.attackSound;
player.animationFrames = 0;
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
player.velocity = new Vector2(attack.travelDistance.x * player.flip, attack.travelDistance.y);
}
ToIdleState(player);
if (GameSimulation.Hitstop <= 0)
{
if (attack.travelDistance.y > 0)
{
player.velocity = new Vector2(player.velocity.x, player.velocity.y - player.gravity);
ToIdleFallState(player);
}
player.animationFrames++;
player.attackFrames--;
}
}
private void ToIdleFallState(PlayerNetwork player)
{
if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
{
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)
{
player.enter = false;
if (player.isAir)
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.state = "Fall";
}
else
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.state = "Idle";
}
}
}
}