Files
2023-01-09 18:16:00 +02:00

102 lines
3.5 KiB
C#

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);
}
player.velocity = DemonicsVector2.Zero;
if (GameSimulation.Hitstop <= 0)
{
player.animationFrames++;
player.attackFrames--;
}
bool isParrying = player.player.PlayerAnimator.GetParrying(player.animation, player.animationFrames);
if (!player.otherPlayer.canChainAttack && DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox))
{
if (isParrying)
{
Parry(player);
}
else
{
ToHurtState(player);
}
}
if (isParrying)
{
player.health = player.healthRecoverable;
}
ToIdleState(player);
}
private void ToIdleState(PlayerNetwork player)
{
if (player.attackFrames <= 0)
{
player.enter = false;
player.state = "Idle";
}
}
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;
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.enter = false;
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)
{
player.state = "BlockLow";
}
else
{
player.state = "Block";
}
}
else
{
if (player.attackHurtNetwork.hardKnockdown)
{
player.state = "Airborne";
}
else
{
if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
{
player.state = "Hurt";
}
else
{
player.state = "HurtAir";
}
}
}
}
}