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https://github.com/izzy2lost/Darklings-FightingGame.git
synced 2026-03-10 11:35:19 -07:00
117 lines
3.6 KiB
C#
117 lines
3.6 KiB
C#
using UnityEngine;
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public class IdleState : GroundParentState
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{
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public override void UpdateLogic(PlayerNetwork player)
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{
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base.UpdateLogic(player);
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if (!player.enter)
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{
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player.enter = true;
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player.animationFrames = 0;
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}
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player.animation = "Idle";
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player.animationFrames++;
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player.velocity = DemonicsVector2.Zero;
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ToWalkState(player);
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ToJumpState(player);
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ToJumpForwardState(player);
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ToCrouchState(player);
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ToDashState(player);
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ToHurtState(player);
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ToAttackState(player);
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}
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private void ToCrouchState(PlayerNetwork player)
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{
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if (player.direction.y < 0)
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{
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player.enter = false;
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player.state = "Crouch";
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}
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}
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private void ToJumpState(PlayerNetwork player)
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{
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if (player.direction.y > 0)
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{
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player.enter = false;
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player.state = "Jump";
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}
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}
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private void ToJumpForwardState(PlayerNetwork player)
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{
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if (player.direction.y > 0 && player.direction.x != 0)
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{
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player.jumpDirection = (int)player.direction.x;
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player.enter = false;
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player.state = "JumpForward";
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}
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}
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private void ToWalkState(PlayerNetwork player)
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{
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if (player.direction.x != 0)
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{
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player.enter = false;
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player.state = "Walk";
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}
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}
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private void ToDashState(PlayerNetwork player)
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{
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if (player.dashDirection != 0)
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{
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player.enter = false;
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player.state = "Dash";
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}
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}
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private void ToHurtState(PlayerNetwork player)
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{
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if (!player.otherPlayer.canChainAttack && DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox))
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{
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player.attackHurtNetwork = player.otherPlayer.attackNetwork;
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player.enter = false;
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player.state = "Hurt";
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}
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}
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public void ToAttackState(PlayerNetwork player)
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{
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if (player.start)
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{
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player.attackInput = player.inputBuffer.inputItems[0].inputEnum;
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player.start = false;
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player.isAir = false;
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player.isCrouch = false;
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if (player.direction.y < 0)
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{
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player.isCrouch = true;
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}
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AttackSO atk = PlayerComboSystem.GetComboAttack(player.playerStats, player.attackInput, player.isCrouch, false);
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player.attackNetwork = new AttackNetwork()
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{
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damage = atk.damage,
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travelDistance = (DemonicsFloat)atk.travelDistance.x,
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name = atk.name,
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attackSound = atk.attackSound,
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hurtEffect = atk.hurtEffect,
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knockbackForce = (DemonicsFloat)atk.knockbackForce.x,
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knockbackDuration = atk.knockbackDuration,
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hitstop = atk.hitstop,
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impactSound = atk.impactSound,
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hitStun = atk.hitStun,
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comboTimerStarter = player.attackInput == InputEnum.Heavy ? ComboTimerStarterEnum.Red : ComboTimerStarterEnum.Yellow
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};
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player.canChainAttack = false;
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player.enter = false;
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player.state = "Attack";
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}
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}
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public override void ToArcanaState(PlayerNetwork player)
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{
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if (player.arcana >= PlayerStatsSO.ARCANA_MULTIPLIER)
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{
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player.isAir = false;
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player.canChainAttack = false;
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player.enter = false;
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player.state = "Arcana";
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}
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}
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} |