Files
2022-12-26 03:47:56 +02:00

92 lines
3.1 KiB
C#

using UnityEngine;
public class AttackState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
AttackSO attack = PlayerComboSystem.GetComboAttack(player.playerStats, player.attackInput, player.isCrouch, player.isAir);
if (!player.enter)
{
SetTopPriority(player);
player.canChainAttack = false;
player.inputBuffer.inputItems[0].frame = 0;
player.enter = true;
player.animation = attack.name;
player.sound = attack.attackSound;
player.animationFrames = 0;
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
}
if (!player.isAir)
{
player.velocity = new Vector2(attack.travelDistance.x * player.flip, attack.travelDistance.y);
}
else
{
player.velocity = new Vector2(player.velocity.x, player.velocity.y - player.gravity);
}
if (GameSimulation.Hitstop <= 0)
{
player.animationFrames++;
player.attackFrames--;
if (player.canChainAttack)
{
if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
{
player.attackInput = player.inputBuffer.inputItems[0].inputEnum;
player.isCrouch = false;
player.isAir = false;
if (player.direction.y < 0)
{
player.isCrouch = true;
}
player.enter = false;
player.state = "Attack";
}
}
}
ToIdleState(player);
ToIdleFallState(player);
}
private void ToIdleFallState(PlayerNetwork player)
{
if (player.isAir && (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)
{
if (player.isAir)
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.state = "Fall";
}
else
{
if (player.direction.y < 0)
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.state = "Crouch";
}
else
{
player.isCrouch = false;
player.isAir = false;
player.attackInput = InputEnum.Direction;
player.state = "Idle";
}
}
}
}
}