Files
2023-01-09 00:34:18 +02:00

105 lines
3.7 KiB
C#

using UnityEngine;
public class ArcanaState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.arcana -= PlayerStatsSO.ARCANA_MULTIPLIER;
player.enter = true;
player.canChainAttack = false;
player.animation = player.attackNetwork.name;
player.sound = player.attackNetwork.attackSound;
player.animationFrames = 0;
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)player.attackNetwork.travelDistance.y);
}
ToIdleState(player);
if (GameSimulation.Hitstop <= 0)
{
if (player.attackNetwork.travelDistance.y > 0)
{
player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY);
ToIdleFallState(player);
}
player.animationFrames++;
player.attackFrames--;
}
ToHurtState(player);
}
private void ToIdleFallState(PlayerNetwork player)
{
if (player.isAir && player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
{
player.isCrouch = false;
player.isAir = false;
player.enter = false;
player.state = "Idle";
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.attackFrames <= 0)
{
player.enter = false;
if (player.isAir || player.position.y > DemonicsPhysics.GROUND_POINT)
{
player.isCrouch = false;
player.isAir = false;
player.state = "Fall";
}
else
{
player.isCrouch = false;
player.isAir = false;
player.state = "Idle";
}
}
}
private void ToHurtState(PlayerNetwork player)
{
if (!player.otherPlayer.canChainAttack && DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox))
{
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";
}
}
}
}
}
}