Files
David Kalatzis 0b4096ada1 General polish
2023-10-15 17:05:57 +03:00

42 lines
1.9 KiB
C#

using UnityEngine;
public class KnockbackState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.enter = true;
player.animationFrames = 0;
player.knockback = 0;
player.pushbackStart = player.position;
player.pushbackEnd = new DemonVector2(player.pushbackStart.x + (20 * -player.flip), player.pushbackStart.y + 20);
return;
}
player.animationFrames++;
player.velocity = DemonVector2.Zero;
player.animation = "HurtAir";
DemonFloat ratio = (DemonFloat)player.knockback / (DemonFloat)10;
DemonFloat distance = player.pushbackEnd.x - player.pushbackStart.x;
DemonFloat nextX = DemonFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
DemonFloat baseY = DemonFloat.Lerp(player.pushbackStart.y, player.pushbackEnd.y, (nextX - player.pushbackStart.x) / distance);
DemonFloat arc = 5 * (nextX - player.pushbackStart.x) * (nextX - player.pushbackEnd.x) / ((-0.25f) * distance * distance);
DemonVector2 nextPosition = new DemonVector2(nextX, baseY + arc);
player.position = nextPosition;
if (player.position.x >= DemonicsPhysics.WALL_RIGHT_POINT)
player.position = new DemonVector2(DemonicsPhysics.WALL_RIGHT_POINT, player.position.y);
else if (player.position.x <= DemonicsPhysics.WALL_LEFT_POINT)
player.position = new DemonVector2(DemonicsPhysics.WALL_LEFT_POINT, player.position.y);
player.knockback++;
ToKnockdown(player, ratio);
}
private void ToKnockdown(PlayerNetwork player, DemonFloat ratio)
{
if ((DemonFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonFloat)player.velocity.y <= (DemonFloat)0 && player.knockback > 1)
{
player.pushbox.active = true;
EnterState(player, "HardKnockdown");
}
}
}