Files
2023-01-05 16:37:41 +02:00

89 lines
4.1 KiB
C#

using UnityEngine;
public class HurtState : HurtParentState
{
public static DemonicsVector2 start;
private static DemonicsVector2 end;
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.animationFrames = 0;
//player.player.OtherPlayer.StartComboTimer(ComboTimerStarterEnum.Yellow);
CheckFlip(player);
player.health -= player.attackHurtNetwork.damage;
// player.player.SetHealth(200);
player.player.StartShakeContact();
player.player.PlayerUI.Damaged();
player.player.OtherPlayerUI.IncreaseCombo();
player.enter = true;
GameSimulation.Hitstop = player.attackHurtNetwork.hitstop;
player.otherPlayer.canChainAttack = true;
player.sound = player.attackHurtNetwork.impactSound;
DemonicsVector2 hurtEffectPosition = DemonicsVector2.Zero;
if (player.otherPlayer.isAir)
{
hurtEffectPosition = new DemonicsVector2(player.otherPlayer.hitbox.position.x + ((player.otherPlayer.hitbox.size.x / 2) * -player.flip) - (0.3f * -player.flip), player.otherPlayer.hitbox.position.y - (0.1f * -player.flip));
}
else
{
hurtEffectPosition = new DemonicsVector2(player.otherPlayer.hitbox.position.x + ((player.otherPlayer.hitbox.size.x / 2) * -player.flip) - (0.3f * -player.flip), player.otherPlayer.hitbox.position.y);
}
player.SetEffect(player.attackHurtNetwork.hurtEffect, hurtEffectPosition);
if (player.attackHurtNetwork.cameraShakerNetwork.timer > 0)
{
CameraShake.Instance.Shake(player.attackHurtNetwork.cameraShakerNetwork);
}
player.stunFrames = 10;
player.knockback = 0;
player.attackHurtNetwork.knockbackStart = player.position;
player.attackHurtNetwork.knockbackEnd = new DemonicsVector2(player.position.x + (player.attackHurtNetwork.knockbackForce * -player.flip), DemonicsPhysics.GROUND_POINT);
}
//player.velocity = DemonicsVector2.Zero;
player.animation = "Hurt";
if (player.animationFrames < 4)
{
player.animationFrames++;
}
if (GameSimulation.Hitstop <= 0)
{
//player.velocity = new DemonicsVector2((player.attackHurtNetwork.travdelDistance) * (DemonicsFloat)(-player.flip), (DemonicsFloat)0);
if (!DemonicsPhysics.IsInCorner(player))
{
if (player.attackHurtNetwork.knockbackDuration > 0 && player.knockback <= player.attackHurtNetwork.knockbackDuration)
{
DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackHurtNetwork.knockbackDuration;
DemonicsFloat distance = player.attackHurtNetwork.knockbackEnd.x - player.attackHurtNetwork.knockbackStart.x;
DemonicsFloat nextX = DemonicsFloat.Lerp(player.attackHurtNetwork.knockbackStart.x, player.attackHurtNetwork.knockbackEnd.x, ratio);
DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y);
player.position = nextPosition;
player.knockback++;
}
}
// player.player.StopShakeCoroutine();
player.stunFrames--;
}
ToHurtState(player);
ToIdleState(player);
}
private void ToIdleState(PlayerNetwork player)
{
if (player.stunFrames <= 0)
{
player.velocity = DemonicsVector2.Zero;
player.enter = false;
player.state = "Idle";
}
}
private void ToHurtState(PlayerNetwork player)
{
//DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox))
if (!player.otherPlayer.canChainAttack && DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox))
{
player.attackHurtNetwork = player.otherPlayer.attackNetwork;
player.enter = false;
player.state = "Hurt";
}
}
}