Files
2023-01-04 17:56:46 +02:00

210 lines
7.8 KiB
C#

using UnityEngine;
public class AttackState : State
{
private static bool knock;
private static bool b;
private static bool opponentInCorner;
public override void UpdateLogic(PlayerNetwork player)
{
player.dashDirection = 0;
if (!player.enter)
{
player.animationFrames = 0;
player.attack = PlayerComboSystem.GetComboAttack(player.playerStats, player.inputBuffer.inputItems[0].inputEnum, player.isCrouch, player.isAir);
player.attack.damage = 200;
b = false;
SetTopPriority(player);
player.canChainAttack = false;
player.inputBuffer.inputItems[0].frame = 0;
player.enter = true;
player.sound = player.attack.attackSound;
player.animation = player.attack.name;
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
opponentInCorner = false;
if (DemonicsPhysics.IsInCorner(player.otherPlayer))
{
opponentInCorner = true;
}
}
if (!player.isAir)
{
player.velocity = new DemonicsVector2(player.attack.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)player.attack.travelDistance.y);
}
else
{
player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY);
}
if (GameSimulation.Hitstop <= 0)
{
player.animationFrames++;
player.attackFrames--;
if (player.canChainAttack)
{
// if (!b)
// {
// b = true;
// knockbackFrame = 0;
// start = player.position;
// end = new DemonicsVector2(player.position.x + (player.attack.knockbackForce.x * -player.flip), DemonicsPhysics.GROUND_POINT);
// }
// knock = true;
if ((!(player.attackInput == InputEnum.Medium && player.isCrouch || player.attackInput == InputEnum.Heavy)))
{
if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
{
player.attackInput = player.inputBuffer.inputItems[0].inputEnum;
player.isCrouch = false;
if (player.direction.y < 0)
{
player.isCrouch = true;
}
player.enter = false;
if (player.attackInput == InputEnum.Special)
{
player.state = "Arcana";
}
else
{
player.state = "Attack";
}
if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
{
}
}
}
}
// if (knock)
// {
// if (opponentInCorner && !player.isAir)
// {
// if (player.attack.knockbackDuration > 0)
// {
// if (knockbackFrame <= player.attack.knockbackDuration)
// {
// DemonicsFloat ratio = (DemonicsFloat)knockbackFrame / (DemonicsFloat)player.attack.knockbackDuration;
// DemonicsFloat distance = end.x - start.x;
// DemonicsFloat nextX = DemonicsFloat.Lerp(start.x, end.x, ratio);
// DemonicsFloat baseY = DemonicsFloat.Lerp(start.y, end.y, (nextX - start.x) / distance);
// DemonicsFloat arc = player.attack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance);
// DemonicsVector2 nextPosition = new DemonicsVector2((DemonicsFloat)nextX, (DemonicsFloat)baseY + arc);
// nextPosition = new DemonicsVector2((DemonicsFloat)nextX, (DemonicsFloat)player.position.y);
// player.position = nextPosition;
// knockbackFrame++;
// }
// }
// }
// }
}
ToJumpState(player);
ToJumpForwardState(player);
ToIdleState(player);
ToIdleFallState(player);
}
private void ToJumpState(PlayerNetwork player)
{
if (player.attack.jumpCancelable)
{
if (player.direction.y > 0)
{
player.enter = false;
player.isCrouch = false;
player.isAir = false;
GameSimulation.Hitstop = 0;
player.state = "Jump";
}
}
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.attack.jumpCancelable)
{
if (player.direction.y > 0 && player.direction.x != 0)
{
player.jumpDirection = (int)player.direction.x;
player.enter = false;
player.isCrouch = false;
player.isAir = false;
GameSimulation.Hitstop = 0;
player.state = "JumpForward";
}
}
}
private void ToIdleFallState(PlayerNetwork player)
{
if (player.isAir && (DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
{
player.attackInput = InputEnum.Direction;
knock = false;
player.isCrouch = false;
player.isAir = false;
player.enter = false;
player.state = "Idle";
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.attackFrames <= 0)
{
knock = false;
player.enter = false;
if (player.isAir)
{
player.attackInput = InputEnum.Direction;
player.isCrouch = false;
player.isAir = false;
player.state = "Fall";
}
else
{
if (player.direction.y < 0)
{
player.attackInput = InputEnum.Direction;
player.isCrouch = false;
player.isAir = false;
player.state = "Crouch";
}
else
{
player.attackInput = InputEnum.Direction;
player.isCrouch = false;
player.isAir = false;
player.state = "Idle";
}
}
}
}
public override bool ToHurtState(PlayerNetwork player, AttackSO attack)
{
player.enter = false;
if (player.attack.hasSuperArmor && !player.player.PlayerAnimator.InRecovery())
{
GameSimulation.Hitstop = attack.hitstop;
player.player.PlayerAnimator.SpriteSuperArmorEffect();
player.player.SetHealth(player.player.CalculateDamage(attack));
player.player.StartShakeContact();
player.player.PlayerUI.Damaged();
player.player.OtherPlayerUI.IncreaseCombo();
return false;
}
if (attack.causesKnockdown)
{
player.state = "Airborne";
}
else
{
if (attack.knockbackArc == 0 || attack.causesSoftKnockdown)
{
player.state = "Hurt";
}
else
{
player.state = "HurtAir";
}
}
return true;
}
}