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https://github.com/izzy2lost/Darklings-FightingGame.git
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114 lines
5.0 KiB
C#
114 lines
5.0 KiB
C#
using UnityEngine;
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public class HurtState : HurtParentState
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{
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public static bool skipKnockback;
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private static AttackSO hurtAttack;
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public static DemonicsVector2 start;
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private static DemonicsVector2 end;
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private static int knockbackFrame;
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public override void UpdateLogic(PlayerNetwork player)
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{
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if (!player.enter)
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{
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//player.player.OtherPlayer.StartComboTimer(ComboTimerStarterEnum.Yellow);
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CheckFlip(player);
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hurtAttack = PlayerComboSystem.GetComboAttack(player.otherPlayer.playerStats, player.otherPlayer.attackInput, player.otherPlayer.isCrouch, player.otherPlayer.isAir);
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// player.health -= player.player.CalculateDamage(hurtAttack);
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player.player.SetHealth(player.player.CalculateDamage(hurtAttack));
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player.player.StartShakeContact();
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player.player.PlayerUI.Damaged();
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player.player.OtherPlayerUI.IncreaseCombo();
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player.enter = true;
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// GameSimulation.Hitstop = hurtAttack.hitstop;
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player.sound = hurtAttack.impactSound;
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DemonicsVector2 hurtEffectPosition = DemonicsVector2.Zero;
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if (player.otherPlayer.isAir)
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{
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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));
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hurtAttack.hurtEffectPosition = new Vector2((float)hurtEffectPosition.x, (float)hurtEffectPosition.y);
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}
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else
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{
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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);
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hurtAttack.hurtEffectPosition = new Vector2((float)hurtEffectPosition.x, (float)hurtEffectPosition.y);
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}
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player.SetEffect(hurtAttack.hurtEffect, hurtEffectPosition);
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if (hurtAttack.cameraShaker != null && !hurtAttack.causesSoftKnockdown)
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{
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CameraShake.Instance.Shake(hurtAttack.cameraShaker);
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}
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player.animationFrames = 0;
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player.stunFrames = hurtAttack.hitStun;
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knockbackFrame = 0;
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start = player.position;
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end = new DemonicsVector2(player.position.x + (hurtAttack.knockbackForce.x * -player.flip), DemonicsPhysics.GROUND_POINT - 0.5f);
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}
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player.velocity = DemonicsVector2.Zero;
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player.animation = "Hurt";
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player.animationFrames++;
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// if (GameSimulation.Hitstop <= 0)
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// {
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// if (!skipKnockback)
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// {
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// if (hurtAttack.knockbackDuration > 0 && knockbackFrame <= hurtAttack.knockbackDuration)
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// {
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// DemonicsFloat ratio = (DemonicsFloat)knockbackFrame / (DemonicsFloat)hurtAttack.knockbackDuration;
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// DemonicsFloat distance = end.x - start.x;
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// DemonicsFloat nextX = DemonicsFloat.Lerp(start.x, end.x, ratio);
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// DemonicsFloat baseY = DemonicsFloat.Lerp(start.y, end.y, (nextX - start.x) / distance);
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// DemonicsFloat arc = hurtAttack.knockbackArc * (nextX - start.x) * (nextX - end.x) / ((-0.25f) * distance * distance);
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// DemonicsVector2 nextPosition = new DemonicsVector2(nextX, baseY + arc);
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// if (hurtAttack.causesSoftKnockdown)
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// {
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// nextPosition = new DemonicsVector2(nextX, player.position.y);
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// }
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// else
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// {
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// nextPosition = new DemonicsVector2(nextX, baseY + arc);
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// }
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// player.position = nextPosition;
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// knockbackFrame++;
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// }
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// }
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// player.player.StopShakeCoroutine();
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// player.stunFrames--;
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// }
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player.stunFrames--;
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ToIdleState(player);
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}
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private void ToIdleState(PlayerNetwork player)
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{
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if (player.stunFrames <= 0)
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{
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skipKnockback = false;
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player.player.StopShakeCoroutine();
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player.player.OtherPlayer.StopComboTimer();
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player.player.PlayerUI.UpdateHealthDamaged();
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player.enter = false;
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player.state = "Idle";
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}
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}
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public override bool ToHurtState(PlayerNetwork player, AttackSO attack)
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{
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player.enter = false;
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if (attack.causesKnockdown)
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{
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player.state = "Airborne";
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}
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else
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{
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if (attack.knockbackArc == 0 || attack.causesSoftKnockdown)
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{
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player.state = "Hurt";
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}
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else
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{
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player.state = "HurtAir";
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}
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}
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return true;
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}
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}
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