Files
Darklings-FightingGame/Assets/_Project/Scripts/SimulationScripts/StateScripts/State.cs
2023-10-15 10:25:11 +03:00

480 lines
21 KiB
C#

using System;
using UnityEngine;
[Serializable]
public class State
{
public virtual void UpdateLogic(PlayerNetwork player) { }
public virtual void Exit(PlayerNetwork player) { }
public virtual bool ToHurtState(PlayerNetwork player, AttackSO attack) { return false; }
public virtual bool ToBlockState(PlayerNetwork player, AttackSO attack) { return false; }
public string StateName { get; set; }
public void CheckFlip(PlayerNetwork player)
{
if (player.otherPlayer.position.x > player.position.x)
{
player.flip = 1;
}
else if (player.otherPlayer.position.x < player.position.x)
{
player.flip = -1;
}
}
public void SetTopPriority(PlayerNetwork player)
{
player.spriteOrder = 1;
player.otherPlayer.spriteOrder = 0;
}
public bool IsBlocking(PlayerNetwork player, bool ignoreGuardBreak = false)
{
if (ignoreGuardBreak && player.attackHurtNetwork.guardBreak)
player.player.PlayerUI.DisplayNotification(NotificationTypeEnum.Lock);
if (player.attackHurtNetwork.guardBreak && !ignoreGuardBreak)
return false;
if (AIBlocking(player, player.attackHurtNetwork.attackType))
return true;
if (player.attackHurtNetwork.attackType == AttackTypeEnum.Low && player.direction.y >= 0)
return false;
if (player.attackHurtNetwork.attackType == AttackTypeEnum.Overhead && player.direction.y < 0)
return false;
if (player.flip == 1 && player.direction.x < 0 || player.flip == -1 && player.direction.x > 0)
return true;
return false;
}
protected bool RedFrenzy(PlayerNetwork player)
{
if (player.inputBuffer.GetRedFrenzy())
if (player.healthRecoverable > player.health)
{
AttackSO attack = PlayerComboSystem.GetRedFrenzy(player.playerStats);
player.attackNetwork = SetAttack(player.attackInput, attack);
EnterState(player, "RedFrenzy");
return true;
}
return false;
}
protected void Attack(PlayerNetwork player, bool air = false)
{
if ((player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.Light || player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.Medium
|| player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.Heavy))
{
player.pushbackDuration = 0;
player.attackInput = player.inputBuffer.CurrentTrigger().inputEnum;
player.isCrouch = false;
player.isAir = air;
if (player.direction.y < 0)
{
player.isCrouch = true;
}
if (player.isAir)
{
player.isCrouch = false;
}
AttackSO attack = PlayerComboSystem.GetComboAttack(player.playerStats, player.attackInput, player.isCrouch, player.isAir);
if (attack != null)
{
player.attackNetwork = SetAttack(player.attackInput, attack);
EnterState(player, "Attack");
}
}
}
protected void Arcana(PlayerNetwork player, bool air = false)
{
if (player.arcanaGauge >= 1000 && player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.Special)
{
player.attackInput = player.inputBuffer.CurrentTrigger().inputEnum;
player.isAir = air;
player.isCrouch = false;
if (player.direction.y < 0)
{
player.isCrouch = true;
}
ArcanaSO attack = PlayerComboSystem.GetArcana(player.playerStats, player.isCrouch, player.isAir);
if (attack != null)
{
player.attackNetwork = SetArcana(player.attackInput, attack);
EnterState(player, "Arcana");
}
}
}
protected AttackNetwork SetArcana(InputEnum input, ArcanaSO attack)
{
AttackNetwork attackNetwork = new AttackNetwork()
{
damage = attack.damage,
travelDistance = new DemonVector2((DemonFloat)attack.travelDistance.x, (DemonFloat)attack.travelDistance.y),
name = attack.name,
moveName = attack.moveName,
attackSound = attack.attackSound,
hurtEffect = attack.hurtEffect,
knockbackForce = (DemonFloat)attack.knockbackForce.x,
knockbackDuration = attack.knockbackDuration,
hitstop = attack.hitstop,
impactSound = attack.impactSound,
hitStun = attack.hitStun,
blockStun = attack.blockStun,
knockbackArc = attack.knockbackArc,
jumpCancelable = attack.jumpCancelable,
softKnockdown = attack.causesSoftKnockdown,
hardKnockdown = attack.causesKnockdown,
projectilePosition = new DemonVector2((DemonFloat)attack.hitEffectPosition.x, (DemonFloat)attack.hitEffectPosition.y),
comboTimerStarter = input == InputEnum.Heavy ? ComboTimerStarterEnum.Red : ComboTimerStarterEnum.Yellow,
attackType = attack.attackTypeEnum,
superArmor = attack.superArmor,
projectileSpeed = (DemonFloat)attack.projectileSpeed,
projectileDestroyOnHit = attack.projectileDestroyOnHit,
projectilePriority = attack.projectilePriority
};
if (attack.cameraShaker != null)
{
attackNetwork.cameraShakerNetwork = new CameraShakerNetwork() { intensity = attack.cameraShaker.intensity, timer = attack.cameraShaker.timer };
}
return attackNetwork;
}
protected AttackNetwork SetAttack(InputEnum input, AttackSO attack)
{
AttackNetwork attackNetwork = new AttackNetwork()
{
damage = attack.damage,
travelDistance = new DemonVector2((DemonFloat)attack.travelDistance.x, (DemonFloat)attack.travelDistance.y),
name = attack.name,
moveName = attack.moveName,
attackSound = attack.attackSound,
hurtEffect = attack.hurtEffect,
knockbackForce = (DemonFloat)attack.knockbackForce.x,
knockbackDuration = attack.knockbackDuration,
hitstop = attack.hitstop,
impactSound = attack.impactSound,
hitStun = attack.hitStun,
blockStun = attack.blockStun,
knockbackArc = attack.knockbackArc,
jumpCancelable = attack.jumpCancelable,
softKnockdown = attack.causesSoftKnockdown,
hardKnockdown = attack.causesKnockdown,
projectilePosition = new DemonVector2((DemonFloat)attack.hitEffectPosition.x, (DemonFloat)attack.hitEffectPosition.y),
comboTimerStarter = input == InputEnum.Heavy ? ComboTimerStarterEnum.Red : ComboTimerStarterEnum.Yellow,
attackType = attack.attackTypeEnum,
superArmor = attack.superArmor,
};
if (attack.cameraShaker != null)
{
attackNetwork.cameraShakerNetwork = new CameraShakerNetwork() { intensity = attack.cameraShaker.intensity, timer = attack.cameraShaker.timer };
}
return attackNetwork;
}
public void ResetPlayer(PlayerNetwork player)
{
player.dashDirection = 0;
player.healthRecoverable = 10000;
player.health = 10000;
player.shadowGauge = GameSimulation.maxShadowGauge;
player.arcanaGauge = 0;
player.player.PlayerUI.CheckDemonLimit(player.health);
player.enter = false;
CheckTrainingGauges(player);
}
public void ResetPlayerTraining(PlayerNetwork player)
{
ResetPlayer(player);
ResetCombo(player);
GameSimulation.Hitstop = 0;
player.shadow.isOnScreen = false;
player.shadow.projectile.active = false;
for (int i = 0; i < player.projectiles.Length; i++)
{
player.projectiles[i].active = false;
}
EnterState(player, "Idle");
}
protected int CalculateDamage(PlayerNetwork player, int damage, float defense)
{
DemonFloat calculatedDamage = (DemonFloat)damage / (DemonFloat)defense;
if (player.combo > 1)
{
DemonFloat damageScale = (DemonFloat)1;
for (int i = 0; i < player.combo; i++)
{
damageScale *= (DemonFloat)0.96;
}
calculatedDamage *= damageScale;
}
int calculatedIntDamage = (int)calculatedDamage;
SetResultAttack(player, calculatedIntDamage, player.attackHurtNetwork);
return calculatedIntDamage;
}
protected int CalculateRecoverableDamage(PlayerNetwork player, int damage, float defense)
{
DemonFloat calculatedDamage = ((DemonFloat)damage / (DemonFloat)defense) - 120;
if (player.combo > 1)
{
DemonFloat damageScale = (DemonFloat)1;
for (int i = 0; i < player.combo; i++)
{
damageScale *= (DemonFloat)0.97;
}
calculatedDamage *= damageScale;
}
int calculatedIntDamage = (int)calculatedDamage;
return calculatedIntDamage;
}
protected void UpdateFramedata(PlayerNetwork player)
{
if (SceneSettings.IsTrainingMode)
player.framedataEnum = player.player.PlayerAnimator.GetFramedata(player.animation, player.animationFrames);
}
private void SetResultAttack(PlayerNetwork player, int calculatedDamage, AttackNetwork attack)
{
player.otherPlayer.resultAttack.startUpFrames = attack.startup;
player.otherPlayer.resultAttack.activeFrames = attack.active;
player.otherPlayer.resultAttack.recoveryFrames = attack.recovery;
player.otherPlayer.resultAttack.attackTypeEnum = attack.attackType;
player.otherPlayer.resultAttack.damage = calculatedDamage;
player.otherPlayer.resultAttack.comboDamage += calculatedDamage;
}
protected void ThrowEnd(PlayerNetwork player)
{
player.combo++;
player.health -= CalculateDamage(player, player.attackHurtNetwork.damage, player.playerStats.Defense);
player.healthRecoverable -= CalculateRecoverableDamage(player, player.attackHurtNetwork.damage, player.playerStats.Defense);
player.player.PlayerUI.Damaged();
player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
player.player.OtherPlayerUI.IncreaseCombo(player.combo);
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);
}
player.SetParticle(player.attackHurtNetwork.hurtEffect, new DemonVector2(player.position.x, player.position.y));
GameSimulation.Hitstop = 10;
HitstopFully(player);
HitstopFully(player.otherPlayer);
}
public void CheckTrainingComboEnd(PlayerNetwork player, bool skipCombo = false)
{
if (SceneSettings.IsTrainingMode)
{
if (GameplayManager.Instance.InfiniteHealth)
{
player.health = 10000;
player.healthRecoverable = 10000;
}
player.player.PlayerUI.CheckDemonLimit(player.health);
CheckTrainingGauges(player.otherPlayer, skipCombo);
}
}
public void CheckTrainingGauges(PlayerNetwork player, bool skipCombo = false)
{
if (SceneSettings.IsTrainingMode && player.otherPlayer.combo == 0 || skipCombo)
{
if (GameplayManager.Instance.InfiniteArcana)
{
player.arcanaGauge = player.playerStats.Arcana;
}
if (GameplayManager.Instance.InfiniteAssist)
{
player.shadowGauge = GameSimulation.maxShadowGauge;
}
}
}
public void EnterState(PlayerNetwork player, string name, bool skipEnter = false)
{
if (!player.gotHit || name.Contains("Hurt") || name.Contains("Airborne") || name.Contains("Grabbed") || name.Contains("Block") || name.Contains("Knockback"))
{
player.player.PlayerAnimator.NormalMaterial();
player.framedataEnum = Demonics.FramedataTypesEnum.None;
player.enter = skipEnter;
player.state = name;
StateSimulation.SetState(player);
player.CurrentState.UpdateLogic(player);
}
}
protected void HitstopFully(PlayerNetwork player)
{
player.hitstop = true;
player.shadow.projectile.hitstop = true;
for (int i = 0; i < player.projectiles.Length; i++)
{
player.projectiles[i].hitstop = true;
}
}
public bool AIHurt(PlayerNetwork player)
{
if (SceneSettings.IsTrainingMode && player.isAi)
{
if (TrainingSettings.OnHit)
{
if ((DemonFloat)player.position.y > DemonicsPhysics.GROUND_POINT)
{
player.isAir = true;
}
AttackSO attack = PlayerComboSystem.GetComboAttack(player.playerStats, InputEnum.Light, false, player.isAir);
player.attackNetwork = SetAttack(InputEnum.Light, attack);
EnterState(player, "Attack");
return true;
}
}
return false;
}
public bool AIBlocking(PlayerNetwork player, AttackTypeEnum attackType)
{
if (SceneSettings.IsTrainingMode && player.isAi)
if (TrainingSettings.BlockAlways)
{
if (attackType == AttackTypeEnum.Low)
player.direction.y = -1;
else
player.direction.y = 0;
return true;
}
return false;
}
protected void ResetCombo(PlayerNetwork player)
{
player.otherPlayer.shadow.usedInCombo = false;
player.otherPlayer.resultAttack.comboDamage = 0;
player.player.PlayerUI.SetComboTimerActive(false);
player.player.StopShakeCoroutine();
player.player.OtherPlayerUI.ResetCombo();
player.combo = 0;
player.comboLocked = false;
CheckTrainingComboEnd(player);
}
protected bool IsColliding(PlayerNetwork player)
{
if (player.invincible && player.health <= 0)
return false;
if (player.otherPlayer.shadow.projectile.active)
{
if (DemonicsCollider.Colliding(player.otherPlayer.shadow.projectile.hitbox, player.hurtbox) && !player.otherPlayer.shadow.projectile.hitbox.enter)
{
player.attackHurtNetwork = player.otherPlayer.shadow.projectile.attackNetwork;
GameSimulation.Hitstop = player.attackHurtNetwork.hitstop;
player.hitstop = true;
player.otherPlayer.shadow.projectile.hitstop = true;
player.otherPlayer.shadow.projectile.hitbox.enter = true;
player.otherPlayer.shadow.projectile.hitstop = true;
player.hurtPosition = new DemonVector2(player.otherPlayer.shadow.projectile.hitbox.position.x + ((player.otherPlayer.shadow.projectile.hitbox.size.x / 2) * -player.flip), player.otherPlayer.shadow.projectile.hitbox.position.y);
if (player.otherPlayer.shadow.projectile.destroyOnHit)
{
player.otherPlayer.shadow.projectile.hitbox.enter = false;
player.otherPlayer.shadow.projectile.hitstop = false;
player.otherPlayer.shadow.projectile.animationFrames = 0;
player.otherPlayer.shadow.projectile.active = false;
player.otherPlayer.shadow.projectile.hitbox.active = false;
}
player.gotHit = true;
return true;
}
}
for (int i = 0; i < player.otherPlayer.projectiles.Length; i++)
{
if (player.otherPlayer.projectiles[i].active)
{
if (DemonicsCollider.Colliding(player.otherPlayer.projectiles[i].hitbox, player.hurtbox) && !player.otherPlayer.projectiles[i].hitbox.enter)
{
player.attackHurtNetwork = player.otherPlayer.projectiles[i].attackNetwork;
GameSimulation.Hitstop = player.attackHurtNetwork.hitstop;
player.hitstop = true;
player.otherPlayer.projectiles[i].hitbox.enter = true;
player.otherPlayer.projectiles[i].hitstop = true;
player.hurtPosition = new DemonVector2(player.position.x, player.position.y + (player.pushbox.size.y / 2));
if (player.otherPlayer.projectiles[i].destroyOnHit)
{
player.otherPlayer.projectiles[i].hitbox.enter = false;
player.otherPlayer.projectiles[i].hitstop = false;
player.otherPlayer.projectiles[i].animationFrames = 0;
player.otherPlayer.projectiles[i].active = false;
player.otherPlayer.projectiles[i].hitbox.active = false;
}
player.gotHit = true;
return true;
}
}
}
if (DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox) && !player.otherPlayer.hitbox.enter)
{
if (player.otherPlayer.attackNetwork.attackType == AttackTypeEnum.Throw && player.stunFrames == 0 && (DemonFloat)player.position.y > DemonicsPhysics.GROUND_POINT)
return false;
player.attackHurtNetwork = player.otherPlayer.attackNetwork;
GameSimulation.Hitstop = player.attackHurtNetwork.hitstop;
player.hitstop = true;
player.otherPlayer.hitbox.enter = true;
player.otherPlayer.hitstop = true;
if (player.otherPlayer.isAir)
{
player.hurtPosition = new DemonVector2(player.otherPlayer.hitbox.position.x + ((player.otherPlayer.hitbox.size.x / 2) * -player.flip) - (0.3f * -player.flip), player.otherPlayer.hitbox.position.y - (0.1f * -player.flip));
}
else
{
player.hurtPosition = new DemonVector2(player.otherPlayer.hitbox.position.x + ((player.otherPlayer.hitbox.size.x / 2) * -player.flip) - (0.3f * -player.flip), player.otherPlayer.hitbox.position.y);
}
player.gotHit = true;
return true;
}
return false;
}
protected void SuperArmorHurt(PlayerNetwork player)
{
player.attackNetwork.superArmor -= 1;
player.sound = "SuperArmor";
if (player.attackHurtNetwork.cameraShakerNetwork.timer > 0)
{
CameraShake.Instance.Shake(player.attackHurtNetwork.cameraShakerNetwork);
}
player.health -= CalculateDamage(player, player.attackHurtNetwork.damage, player.playerStats.Defense);
player.healthRecoverable -= CalculateRecoverableDamage(player, player.attackHurtNetwork.damage, player.playerStats.Defense);
player.otherPlayer.canChainAttack = true;
player.canChainAttack = false;
if (GameSimulation.Hitstop <= 0)
{
GameSimulation.Hitstop = player.attackHurtNetwork.hitstop;
}
player.SetParticle(player.attackHurtNetwork.hurtEffect, player.hurtPosition);
player.player.PlayerAnimator.SpriteSuperArmorEffect();
player.player.PlayerUI.Damaged();
player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
}
protected void Shadow(PlayerNetwork player)
{
if (player.inputBuffer.CurrentTrigger().pressed && player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.Assist)
{
if (!player.shadow.isOnScreen && player.shadowGauge >= GameSimulation.maxShadowGauge / 2)
{
player.sound = "Shadow";
player.shadow.usedInCombo = true;
player.shadow.projectile.attackNetwork = SetAttack(player.attackInput, player.shadow.attack);
player.shadow.projectile.flip = player.flip == 1 ? false : true;
player.shadow.projectile.fire = true;
player.shadow.animationFrames = 0;
player.shadow.isOnScreen = true;
player.shadow.flip = player.flip;
player.shadow.position = new DemonVector2(player.position.x + (player.shadow.spawnPoint.x * player.flip), player.position.y + player.shadow.spawnPoint.y);
player.shadowGauge -= GameSimulation.maxShadowGauge / 2;
}
}
}
protected void ToShadowbreakState(PlayerNetwork player)
{
if (player.inputBuffer.CurrentTrigger().pressed && player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.Assist)
{
if (player.shadowGauge == GameSimulation.maxShadowGauge)
{
ResetCombo(player);
player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
player.velocity = DemonVector2.Zero;
player.shadowGauge -= 2000;
EnterState(player, "Shadowbreak");
}
}
}
};