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https://github.com/izzy2lost/Darklings-FightingGame.git
synced 2026-03-10 11:35:19 -07:00
112 lines
4.2 KiB
C#
112 lines
4.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class HurtAirState : HurtParentState
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{
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public override void UpdateLogic(PlayerNetwork player)
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{
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base.UpdateLogic(player);
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player.animation = "HurtAir";
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if (player.animationFrames < 4)
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{
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player.animationFrames++;
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}
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ToHurtState(player);
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ToFallState(player);
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}
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protected override void AfterHitstop(PlayerNetwork player)
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{
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base.AfterHitstop(player);
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ToIdleState(player);
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}
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private void ToIdleState(PlayerNetwork player)
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{
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if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0 && player.knockback > 1)
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{
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player.player.StopShakeCoroutine();
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if (player.stunFrames <= 0 || player.comboTimer <= 0)
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{
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player.combo = 0;
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player.player.OtherPlayerUI.ResetCombo();
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player.player.PlayerUI.SetComboTimerActive(false);
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player.player.PlayerUI.UpdateHealthDamaged();
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player.enter = false;
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player.state = "Idle";
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}
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else
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{
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player.stunFrames = player.attackHurtNetwork.hitStun;
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player.velocity = DemonicsVector2.Zero;
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player.animationFrames = 0;
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player.state = "Hurt";
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}
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}
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}
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private void ToFallState(PlayerNetwork player)
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{
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if (player.stunFrames <= 0 || player.comboTimer <= 0)
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{
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player.combo = 0;
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player.player.OtherPlayerUI.ResetCombo();
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player.player.StopShakeCoroutine();
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player.player.PlayerUI.SetComboTimerActive(false);
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player.player.PlayerUI.UpdateHealthDamaged();
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player.enter = false;
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player.state = "Fall";
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}
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}
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private void ToHurtState(PlayerNetwork player)
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{
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if (!player.otherPlayer.canChainAttack && DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox))
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{
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player.player.StopShakeCoroutine();
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player.player.PlayerUI.UpdateHealthDamaged();
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player.attackHurtNetwork = player.otherPlayer.attackNetwork;
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player.enter = false;
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if (player.attackHurtNetwork.hardKnockdown || player.attackHurtNetwork.softKnockdown)
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{
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player.state = "Airborne";
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}
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else
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{
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player.state = "HurtAir";
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}
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}
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}
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protected override void OnEnter(PlayerNetwork player)
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{
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CheckFlip(player);
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base.OnEnter(player);
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}
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protected override void Knockback(PlayerNetwork player)
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{
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DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackHurtNetwork.knockbackDuration;
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DemonicsFloat distance = player.pushbackEnd.x - player.pushbackStart.x;
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DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
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DemonicsFloat baseY = DemonicsFloat.Lerp(player.pushbackStart.y, player.pushbackEnd.y, (nextX - player.pushbackStart.x) / distance);
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DemonicsFloat arc = player.attackHurtNetwork.knockbackArc * (nextX - player.pushbackStart.x) * (nextX - player.pushbackEnd.x) / ((-0.25f) * distance * distance);
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DemonicsVector2 nextPosition = DemonicsVector2.Zero;
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if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
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{
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nextPosition = new DemonicsVector2(nextX, player.position.y);
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}
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else
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{
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nextPosition = new DemonicsVector2(nextX, baseY + arc);
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}
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player.position = nextPosition;
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if (player.position.x >= DemonicsPhysics.WALL_RIGHT_POINT)
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{
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player.position = new DemonicsVector2(DemonicsPhysics.WALL_RIGHT_POINT, player.position.y);
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}
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else if (player.position.x <= DemonicsPhysics.WALL_LEFT_POINT)
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{
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player.position = new DemonicsVector2(DemonicsPhysics.WALL_LEFT_POINT, player.position.y);
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}
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player.knockback++;
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}
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}
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