Files
2024-01-19 21:51:09 +02:00

84 lines
3.0 KiB
C#

using UnityEngine;
public class DashAirState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
bool forwardDash = player.dashDirection * player.flip == 1 ? true : false;
string dashParticle = forwardDash ? "DashAirForward" : "DashAirBackwards";
player.enter = true;
player.sound = "Dash";
player.animation = "DashAir";
player.animationFrames = 0;
player.canDoubleJump = false;
if (player.dashDirection > 0)
{
DemonVector2 effectPosition = new DemonVector2(player.position.x + 20, player.position.y + 30);
player.SetParticle(dashParticle, effectPosition, new Vector2(0, 90));
}
else
{
DemonVector2 effectPosition = new DemonVector2(player.position.x - 20, player.position.y + 30);
player.SetParticle(dashParticle, effectPosition, new Vector2(0, -90));
}
player.dashFrames = forwardDash == true ? 10 : 15;
player.velocity = new DemonVector2(player.dashDirection * (player.playerStats.DashForce - 0.5), 0);
player.dashFrames--;
return;
}
player.animationFrames++;
Dash(player);
ToAttackState(player);
}
public bool ToAttackState(PlayerNetwork player)
{
if (player.inputBuffer.CurrentTrigger().pressed)
{
Attack(player, true);
return true;
}
return false;
}
private void Dash(PlayerNetwork player)
{
if (player.dashFrames > 0)
{
bool forwardDash = player.dashDirection * player.flip == 1 ? true : false;
int startUpFrames = forwardDash ? 9 : 13;
int recoveryFrames = forwardDash ? 2 : 3;
DemonFloat dashforce = forwardDash ? player.playerStats.DashAirForce : player.playerStats.DashBackAirForce;
if (player.dashFrames < startUpFrames && player.dashFrames > recoveryFrames)
{
player.velocity = new DemonVector2(player.dashDirection * dashforce, 0);
}
else
{
player.velocity = new DemonVector2(player.dashDirection * (dashforce - (DemonFloat)1), 0);
}
if (player.dashFrames % 3 == 0)
{
if (player.flip > 0)
{
DemonVector2 effectPosition = new DemonVector2(player.position.x - 1, player.position.y);
player.SetEffect("Ghost", player.position, false);
}
else
{
DemonVector2 effectPosition = new DemonVector2(player.position.x + 1, player.position.y);
player.SetEffect("Ghost", player.position, true);
}
}
player.dashFrames--;
}
else
{
CheckFlip(player);
player.dashDirection = 0;
EnterState(player, "Fall");
}
}
}