Files
Darklings-FightingGame/Assets/_Project/Scripts/SimulationScripts/StateScripts/StatesScripts/AirStateScripts/AirParentState.cs
2023-01-19 02:51:24 +02:00

134 lines
3.7 KiB
C#

using UnityEngine;
public class AirParentState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
if (ToHurtState(player))
{
return;
}
if (ToAttackState(player))
{
// return;
}
ToArcanaState(player);
ToRedFrenzyState(player);
ToDashAirState(player);
ToJumpForwardState(player);
ToJumpState(player);
Shadow(player);
}
private void ToJumpState(PlayerNetwork player)
{
if (player.canDoubleJump)
{
if (player.direction.y > 0 && !player.hasJumped)
{
player.enter = false;
player.hasJumped = true;
player.canDoubleJump = false;
player.state = "Jump";
}
else if (player.direction.y <= 0 && player.hasJumped)
{
player.hasJumped = false;
}
}
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.canDoubleJump)
{
if (player.direction.y > 0 && player.direction.x != 0 && !player.hasJumped)
{
player.jumpDirection = (int)player.direction.x;
player.enter = false;
player.hasJumped = true;
player.canDoubleJump = false;
player.state = "JumpForward";
}
else if (player.direction.y <= 0 && player.hasJumped)
{
player.hasJumped = false;
}
}
}
private void ToDashAirState(PlayerNetwork player)
{
if (player.canDash && player.inputBuffer.inputItems[0].pressed)
{
if (player.inputBuffer.inputItems[0].inputEnum == InputEnum.ForwardDash)
{
player.dashDirection = 1;
player.enter = false;
player.state = "DashAir";
}
else if (player.inputBuffer.inputItems[0].inputEnum == InputEnum.BackDash)
{
player.dashDirection = -1;
player.enter = false;
player.state = "DashAir";
}
}
}
public override bool ToBlockState(PlayerNetwork player, AttackSO attack)
{
player.enter = false;
player.state = "BlockAir";
return true;
}
private void ToRedFrenzyState(PlayerNetwork player)
{
if (player.inputBuffer.inputItems[0].pressed)
{
RedFrenzy(player);
}
}
public bool ToAttackState(PlayerNetwork player)
{
if (player.inputBuffer.inputItems[0].pressed)
{
Attack(player, true);
return true;
}
return false;
}
public void ToArcanaState(PlayerNetwork player)
{
if (player.inputBuffer.inputItems[0].pressed)
{
Arcana(player, true);
}
}
private bool ToHurtState(PlayerNetwork player)
{
if (IsColliding(player))
{
player.enter = false;
if (player.attackHurtNetwork.moveName == "Shadowbreak")
{
player.enter = false;
player.state = "Knockback";
}
if (IsBlocking(player))
{
player.state = "BlockAir";
}
else
{
if (player.attackHurtNetwork.hardKnockdown || player.attackHurtNetwork.softKnockdown && (DemonicsFloat)player.position.y > DemonicsPhysics.GROUND_POINT)
{
player.state = "Airborne";
}
else
{
player.state = "HurtAir";
}
}
return true;
}
return false;
}
}