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

126 lines
5.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HurtAirState : HurtParentState
{
public static DemonicsVector2 start;
private static DemonicsVector2 end;
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.velocity = DemonicsVector2.Zero;
CheckFlip(player);
player.health -= player.hurtAttack.damage;
player.player.SetHealth(player.hurtAttack.damage);
player.player.StartShakeContact();
player.player.PlayerUI.Damaged();
player.player.OtherPlayerUI.IncreaseCombo();
player.enter = true;
GameSimulation.Hitstop = player.hurtAttack.hitstop;
player.sound = player.hurtAttack.impactSound;
DemonicsVector2 hurtEffectPosition = DemonicsVector2.Zero;
if (player.otherPlayer.isAir)
{
hurtEffectPosition = new DemonicsVector2(player.otherPlayer.hitbox.position.x + ((player.otherPlayer.hitbox.size.x / 2) * -player.flip) - (0.3f * -player.flip), player.otherPlayer.hitbox.position.y - (0.1f * -player.flip));
player.hurtAttack.hurtEffectPosition = new Vector2((float)hurtEffectPosition.x, (float)hurtEffectPosition.y);
}
else
{
hurtEffectPosition = new DemonicsVector2(player.otherPlayer.hitbox.position.x + ((player.otherPlayer.hitbox.size.x / 2) * -player.flip) - (0.3f * -player.flip), player.otherPlayer.hitbox.position.y);
player.hurtAttack.hurtEffectPosition = new Vector2((float)hurtEffectPosition.x, (float)hurtEffectPosition.y);
}
player.SetEffect(player.hurtAttack.hurtEffect, hurtEffectPosition);
if (player.hurtAttack.cameraShaker != null && !player.hurtAttack.causesSoftKnockdown)
{
CameraShake.Instance.Shake(player.hurtAttack.cameraShaker);
}
player.animationFrames = 0;
player.stunFrames = player.hurtAttack.hitStun;
player.knockback = 0;
start = player.position;
end = new DemonicsVector2(player.position.x + (player.hurtAttack.knockbackForce.x * player.otherPlayer.flip), player.position.y);
}
player.animation = "HurtAir";
player.animationFrames++;
if (GameSimulation.Hitstop <= 0)
{
DemonicsFloat ratio = (DemonicsFloat)0;
if (player.otherPlayer.attack.knockbackDuration > 0)
{
ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.hurtAttack.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.hurtAttack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance);
DemonicsVector2 nextPosition = new DemonicsVector2(nextX, baseY + arc);
if (player.hurtAttack.knockbackArc == 0)
{
nextPosition = new DemonicsVector2(nextX, player.position.y);
}
else
{
nextPosition = new DemonicsVector2(nextX, baseY + arc);
}
player.position = nextPosition;
player.knockback++;
}
player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.JUGGLE_GRAVITY);
player.player.StopShakeCoroutine();
player.stunFrames--;
if (player.hurtAttack.knockbackArc == 0)
{
}
ToIdleState(player, ratio);
}
ToHurtState(player);
ToFallState(player);
}
private void ToFallState(PlayerNetwork player)
{
if (player.stunFrames <= 0)
{
if ((int)player.position.y > (int)DemonicsPhysics.GROUND_POINT)
{
player.player.StopShakeCoroutine();
player.player.OtherPlayer.StopComboTimer();
player.player.PlayerUI.UpdateHealthDamaged();
player.enter = false;
player.state = "Fall";
}
}
}
private void ToIdleState(PlayerNetwork player, DemonicsFloat ratio)
{
if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && ratio >= (DemonicsFloat)0.5f)
{
player.player.StopShakeCoroutine();
player.player.OtherPlayer.StopComboTimer();
player.player.PlayerUI.UpdateHealthDamaged();
player.sound = "Landed";
player.SetEffect("Fall", player.position);
player.enter = false;
player.state = "Idle";
}
}
private void ToHurtState(PlayerNetwork player)
{
if (!player.otherPlayer.canChainAttack && DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox))
{
player.hurtAttack = player.otherPlayer.attack;
player.enter = false;
player.otherPlayer.canChainAttack = true;
if (player.otherPlayer.attack.isArcana)
{
player.state = "Airborne";
}
else
{
player.state = "HurtAir";
}
}
}
}