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https://github.com/izzy2lost/Darklings-FightingGame.git
synced 2026-03-10 11:35:19 -07:00
89 lines
4.1 KiB
C#
89 lines
4.1 KiB
C#
using UnityEngine;
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public class HurtState : HurtParentState
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{
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public static DemonicsVector2 start;
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private static DemonicsVector2 end;
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public override void UpdateLogic(PlayerNetwork player)
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{
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if (!player.enter)
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{
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player.animationFrames = 0;
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//player.player.OtherPlayer.StartComboTimer(ComboTimerStarterEnum.Yellow);
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CheckFlip(player);
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player.health -= player.attackHurtNetwork.damage;
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// player.player.SetHealth(200);
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player.player.StartShakeContact();
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player.player.PlayerUI.Damaged();
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player.player.OtherPlayerUI.IncreaseCombo();
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player.enter = true;
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GameSimulation.Hitstop = player.attackHurtNetwork.hitstop;
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player.otherPlayer.canChainAttack = true;
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player.sound = player.attackHurtNetwork.impactSound;
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DemonicsVector2 hurtEffectPosition = DemonicsVector2.Zero;
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if (player.otherPlayer.isAir)
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{
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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));
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}
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else
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{
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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);
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}
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player.SetEffect(player.attackHurtNetwork.hurtEffect, hurtEffectPosition);
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if (player.attackHurtNetwork.cameraShakerNetwork.timer > 0)
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{
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CameraShake.Instance.Shake(player.attackHurtNetwork.cameraShakerNetwork);
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}
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player.stunFrames = 10;
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player.knockback = 0;
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player.attackHurtNetwork.knockbackStart = player.position;
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player.attackHurtNetwork.knockbackEnd = new DemonicsVector2(player.position.x + (player.attackHurtNetwork.knockbackForce * -player.flip), DemonicsPhysics.GROUND_POINT);
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}
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//player.velocity = DemonicsVector2.Zero;
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player.animation = "Hurt";
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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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if (GameSimulation.Hitstop <= 0)
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{
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//player.velocity = new DemonicsVector2((player.attackHurtNetwork.travdelDistance) * (DemonicsFloat)(-player.flip), (DemonicsFloat)0);
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if (!DemonicsPhysics.IsInCorner(player))
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{
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if (player.attackHurtNetwork.knockbackDuration > 0 && player.knockback <= player.attackHurtNetwork.knockbackDuration)
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{
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DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackHurtNetwork.knockbackDuration;
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DemonicsFloat distance = player.attackHurtNetwork.knockbackEnd.x - player.attackHurtNetwork.knockbackStart.x;
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DemonicsFloat nextX = DemonicsFloat.Lerp(player.attackHurtNetwork.knockbackStart.x, player.attackHurtNetwork.knockbackEnd.x, ratio);
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DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y);
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player.position = nextPosition;
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player.knockback++;
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}
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}
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// player.player.StopShakeCoroutine();
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player.stunFrames--;
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}
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ToHurtState(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 (player.stunFrames <= 0)
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{
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player.velocity = DemonicsVector2.Zero;
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player.enter = false;
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player.state = "Idle";
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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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//DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox))
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if (!player.otherPlayer.canChainAttack && DemonicsCollider.Colliding(player.otherPlayer.hitbox, player.hurtbox))
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{
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player.attackHurtNetwork = player.otherPlayer.attackNetwork;
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player.enter = false;
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player.state = "Hurt";
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}
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}
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}
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