Files
2023-01-08 18:48:39 +02:00

175 lines
5.7 KiB
C#

using UnityEngine;
public class AttackState : State
{
private static bool opponentInCorner;
public override void UpdateLogic(PlayerNetwork player)
{
player.dashDirection = 0;
if (!player.enter)
{
player.animationFrames = 0;
SetTopPriority(player);
player.canChainAttack = false;
player.enter = true;
player.sound = player.attackNetwork.attackSound;
player.animation = player.attackNetwork.name;
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
opponentInCorner = false;
if (DemonicsPhysics.IsInCorner(player.otherPlayer))
{
opponentInCorner = true;
}
}
if (!player.isAir)
{
player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)0);
}
else
{
player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY);
}
if (GameSimulation.Hitstop <= 0)
{
player.animationFrames++;
player.attackFrames--;
if (player.canChainAttack)
{
if (player.attackPress)
{
if ((!(player.attackInput == InputEnum.Medium && player.isCrouch)))
{
if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
{
Attack(player, player.isAir);
}
}
}
if (player.arcanaPress)
{
if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
{
Arcana(player, player.isAir);
}
}
}
}
if (!player.isAir)
{
if (player.pushbackDuration > 0 && player.knockback <= player.pushbackDuration)
{
DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackNetwork.knockbackDuration;
DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y);
player.position = nextPosition;
player.knockback++;
}
}
ToJumpState(player);
ToJumpForwardState(player);
ToIdleState(player);
ToIdleFallState(player);
}
private void ToJumpState(PlayerNetwork player)
{
if (player.attackNetwork.jumpCancelable)
{
if (player.direction.y > 0)
{
player.enter = false;
player.isCrouch = false;
player.isAir = false;
GameSimulation.Hitstop = 0;
player.state = "Jump";
}
}
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.attackNetwork.jumpCancelable)
{
if (player.direction.y > 0 && player.direction.x != 0)
{
player.jumpDirection = (int)player.direction.x;
player.enter = false;
player.isCrouch = false;
player.isAir = false;
GameSimulation.Hitstop = 0;
player.state = "JumpForward";
}
}
}
private void ToIdleFallState(PlayerNetwork player)
{
if (player.isAir && (DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
{
player.inPushback = false;
player.isCrouch = false;
player.isAir = false;
player.enter = false;
player.state = "Idle";
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.attackFrames <= 0)
{
player.attackPress = false;
player.enter = false;
if (player.isAir)
{
player.isCrouch = false;
player.isAir = false;
player.state = "Fall";
}
else
{
if (player.direction.y < 0)
{
player.isCrouch = false;
player.isAir = false;
player.state = "Crouch";
}
else
{
player.isCrouch = false;
player.isAir = false;
player.state = "Idle";
}
}
}
}
public override bool ToHurtState(PlayerNetwork player, AttackSO attack)
{
player.enter = false;
if (player.attack.hasSuperArmor && !player.player.PlayerAnimator.InRecovery())
{
GameSimulation.Hitstop = attack.hitstop;
player.player.PlayerAnimator.SpriteSuperArmorEffect();
player.player.SetHealth(player.player.CalculateDamage(attack));
player.player.StartShakeContact();
player.player.PlayerUI.Damaged();
return false;
}
if (attack.causesKnockdown)
{
player.state = "Airborne";
}
else
{
if (attack.knockbackArc == 0 || attack.causesSoftKnockdown)
{
player.state = "Hurt";
}
else
{
player.state = "HurtAir";
}
}
return true;
}
}