Files
2023-01-04 18:27:46 +02:00

101 lines
2.7 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);
}
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.hurtAttack = player.otherPlayer.attack;
player.enter = false;
player.otherPlayer.canChainAttack = true;
if (player.otherPlayer.attack.isArcana)
{
player.state = "Airborne";
}
else
{
player.state = "Hurt";
}
}
}
public override void ToAttackState(PlayerNetwork player)
{
player.isCrouch = false;
player.isAir = false;
player.canChainAttack = false;
player.enter = false;
player.state = "Attack";
}
public override void ToArcanaState(PlayerNetwork player)
{
if (player.arcana >= PlayerStatsSO.ARCANA_MULTIPLIER)
{
player.isCrouch = false;
player.isAir = false;
player.canChainAttack = false;
player.enter = false;
player.state = "Arcana";
}
}
}