Files
2023-07-02 23:17:37 +03:00

111 lines
4.0 KiB
C#

using UnityEngine;
public class HurtState : HurtParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
OnEnter(player);
return;
}
if (player.enter)
if (player.animationFrames < 4)
{
player.animationFrames++;
}
base.UpdateLogic(player);
player.animation = "Hurt";
player.velocity = DemonVector2.Zero;
ToIdleState(player);
ToHurtState(player);
ToShadowbreakState(player);
}
private void ToIdleState(PlayerNetwork player)
{
if (player.stunFrames <= 0 || player.comboTimer <= 0)
{
ResetCombo(player);
player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
player.velocity = DemonVector2.Zero;
if (player.health <= 0)
{
EnterState(player, "Death");
return;
}
if (AIHurt(player))
return;
EnterState(player, "Idle");
}
}
private void ToHurtState(PlayerNetwork player)
{
if (IsColliding(player))
{
if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw)
{
EnterState(player, "Grabbed");
return;
}
if (DemonicsPhysics.IsInCorner(player))
{
player.otherPlayer.knockback = 0;
player.otherPlayer.pushbackStart = player.otherPlayer.position;
player.otherPlayer.pushbackEnd = new DemonVector2(player.otherPlayer.position.x + (player.attackHurtNetwork.knockbackForce * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT);
player.otherPlayer.pushbackDuration = player.attackHurtNetwork.knockbackDuration;
}
player.player.StopShakeCoroutine();
player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
if (player.attackHurtNetwork.hardKnockdown)
{
EnterState(player, "Airborne");
}
else
{
if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
{
EnterState(player, "Hurt");
}
else
{
EnterState(player, "HurtAir");
}
}
}
}
protected override void OnEnter(PlayerNetwork player)
{
CheckFlip(player);
base.OnEnter(player);
}
protected override void Knockback(PlayerNetwork player)
{
DemonFloat ratio = (DemonFloat)player.knockback / (DemonFloat)player.attackHurtNetwork.knockbackDuration;
DemonFloat distance = player.pushbackEnd.x - player.pushbackStart.x;
DemonFloat nextX = DemonFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
DemonFloat baseY = DemonFloat.Lerp(player.pushbackStart.y, player.pushbackEnd.y, (nextX - player.pushbackStart.x) / distance);
DemonFloat arc = player.attackHurtNetwork.knockbackArc * (nextX - player.pushbackStart.x) * (nextX - player.pushbackEnd.x) / ((-0.25f) * distance * distance);
DemonVector2 nextPosition = DemonVector2.Zero;
if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
{
nextPosition = new DemonVector2(nextX, player.position.y);
}
else
{
nextPosition = new DemonVector2(nextX, baseY + arc);
}
player.position = nextPosition;
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.knockback++;
}
}