Files
2023-01-06 05:24:44 +02:00

117 lines
3.6 KiB
C#

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