Files

135 lines
4.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HurtAirState : HurtParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
OnEnter(player);
return;
}
if (player.enter)
if (player.animationFrames < 4)
{
player.animationFrames++;
}
base.UpdateLogic(player);
player.animation = "HurtAir";
ToHurtState(player);
ToFallState(player);
ToShadowbreakState(player);
}
protected override void AfterHitstop(PlayerNetwork player)
{
if (player.stunFrames == player.attackHurtNetwork.hitStun && player.attackHurtNetwork.knockbackArc == 0)
{
player.velocity = new DemonicsVector2((DemonicsFloat)0, (DemonicsFloat)1.1);
}
base.AfterHitstop(player);
ToIdleState(player);
}
private void ToIdleState(PlayerNetwork player)
{
if (player.attackHurtNetwork.knockbackArc > 0 && player.knockback <= 1)
{
return;
}
if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT)
{
player.player.StopShakeCoroutine();
if (player.health <= 0)
{
EnterState(player, "Death");
return;
}
if (player.stunFrames <= 0 || player.comboTimer <= 0)
{
ResetCombo(player);
player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
EnterState(player, "Idle");
}
else
{
player.stunFrames = player.attackHurtNetwork.hitStun;
player.velocity = DemonicsVector2.Zero;
player.animationFrames = 0;
EnterState(player, "Hurt", true);
}
}
}
private void ToFallState(PlayerNetwork player)
{
if (player.health <= 0)
{
return;
}
if (player.stunFrames <= 0 || player.comboTimer <= 0)
{
ResetCombo(player);
player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
if (AIHurt(player))
return;
EnterState(player, "Fall");
}
}
private void ToHurtState(PlayerNetwork player)
{
if (IsColliding(player))
{
player.player.StopShakeCoroutine();
player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable);
if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw)
{
EnterState(player, "Grabbed");
return;
}
if (player.attackHurtNetwork.hardKnockdown || player.attackHurtNetwork.softKnockdown)
{
EnterState(player, "Airborne");
}
else
{
EnterState(player, "HurtAir");
}
}
}
protected override void OnEnter(PlayerNetwork player)
{
CheckFlip(player);
base.OnEnter(player);
}
protected override void Knockback(PlayerNetwork player)
{
DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackHurtNetwork.knockbackDuration;
DemonicsFloat distance = player.pushbackEnd.x - player.pushbackStart.x;
DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
DemonicsFloat baseY = DemonicsFloat.Lerp(player.pushbackStart.y, player.pushbackEnd.y, (nextX - player.pushbackStart.x) / distance);
DemonicsFloat arc = player.attackHurtNetwork.knockbackArc * (nextX - player.pushbackStart.x) * (nextX - player.pushbackEnd.x) / ((-0.25f) * distance * distance);
DemonicsVector2 nextPosition = DemonicsVector2.Zero;
if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
{
nextPosition = new DemonicsVector2(nextX, player.position.y);
}
else
{
nextPosition = new DemonicsVector2(nextX, baseY + arc);
}
player.position = nextPosition;
if (player.position.x >= DemonicsPhysics.WALL_RIGHT_POINT)
{
player.position = new DemonicsVector2(DemonicsPhysics.WALL_RIGHT_POINT, player.position.y);
}
else if (player.position.x <= DemonicsPhysics.WALL_LEFT_POINT)
{
player.position = new DemonicsVector2(DemonicsPhysics.WALL_LEFT_POINT, player.position.y);
}
player.knockback++;
}
}