Files
2023-10-01 17:21:54 +03:00

162 lines
6.7 KiB
C#

using UnityEngine;
public class ArcanaState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
if (player.CurrentState != this)
return;
SetTopPriority(player);
player.dashFrames = 0;
player.arcanaGauge -= PlayerStatsSO.ARCANA_MULTIPLIER;
player.enter = true;
player.canChainAttack = false;
player.animation = player.attackNetwork.name;
player.sound = player.attackNetwork.attackSound;
player.animationFrames = 0;
player.hitbox.enter = false;
player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
player.velocity = new DemonVector2(player.attackNetwork.travelDistance.x * (DemonFloat)player.flip, (DemonFloat)player.attackNetwork.travelDistance.y);
player.InitializeProjectile(player.attackNetwork.moveName, player.attackNetwork, player.attackNetwork.projectileSpeed, player.attackNetwork.projectilePriority, player.attackNetwork.projectileDestroyOnHit);
player.invincible = player.player.PlayerAnimator.GetInvincible(player.animation, player.animationFrames);
if (player.invincible)
player.player.PlayerUI.DisplayNotification(NotificationTypeEnum.Reversal);
if (player.attackNetwork.superArmor > 0)
player.player.PlayerAnimator.ArmorMaterial();
UpdateFramedata(player);
return;
}
if (!player.hitstop)
{
if (player.attackNetwork.travelDistance.y > 0)
{
player.velocity = new DemonVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY);
ToIdleFallState(player);
}
player.animationFrames++;
player.attackFrames--;
}
player.invincible = player.player.PlayerAnimator.GetInvincible(player.animation, player.animationFrames);
if (player.invincible)
player.player.PlayerAnimator.InvinciblelMaterial();
else
player.player.PlayerAnimator.NormalMaterial();
UpdateFramedata(player);
ToIdleState(player);
Projectile(player);
ToHurtState(player);
}
private void Projectile(PlayerNetwork player)
{
if (player.dashFrames == 0)
{
bool isProjectile = player.player.PlayerAnimator.GetProjectile(player.animation, player.animationFrames);
if (isProjectile)
{
player.dashFrames = 1;
if (player.flip == 1)
{
player.SetProjectile(player.attackNetwork.moveName,
new DemonVector2(player.position.x + (player.attackNetwork.projectilePosition.x * player.flip), player.position.y + player.attackNetwork.projectilePosition.y), false);
}
else
{
player.SetProjectile(player.attackNetwork.moveName,
new DemonVector2(player.position.x + (player.attackNetwork.projectilePosition.x * player.flip), player.position.y + player.attackNetwork.projectilePosition.y), true);
}
}
}
}
private void ToIdleFallState(PlayerNetwork player)
{
if (player.isAir && player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonFloat)player.velocity.y <= (DemonFloat)0)
{
player.SetParticle("Fall", player.position);
player.sound = "Landed";
CheckTrainingGauges(player);
player.invincible = false;
player.dashFrames = 0;
player.isCrouch = false;
player.isAir = false;
EnterState(player, "Idle");
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.attackFrames <= 0)
{
CheckTrainingGauges(player);
player.dashFrames = 0;
if (player.isAir || player.position.y > DemonicsPhysics.GROUND_POINT)
{
player.invincible = false;
player.isCrouch = false;
player.isAir = false;
EnterState(player, "Fall");
}
else
{
if (player.invincible)
{
player.SetParticle("Fall", player.position);
player.sound = "Landed";
}
player.invincible = false;
player.isCrouch = false;
player.isAir = false;
EnterState(player, "Idle");
}
}
}
private void ToHurtState(PlayerNetwork player)
{
if (IsColliding(player))
{
if (player.attackNetwork.superArmor > 0 && !player.player.PlayerAnimator.InRecovery(player.animation, player.animationFrames))
{
SuperArmorHurt(player);
return;
}
player.dashFrames = 0;
player.enter = false;
if (DemonicsPhysics.IsInCorner(player))
{
player.otherPlayer.knockback = 0;
player.otherPlayer.pushbackStart = player.otherPlayer.position;
player.otherPlayer.pushbackEnd = new DemonVector2(player.otherPlayer.position.x + (player.attackHurtNetwork.knockbackForce * -player.otherPlayer.flip), DemonicsPhysics.GROUND_POINT);
player.otherPlayer.pushbackDuration = player.attackHurtNetwork.knockbackDuration;
}
if (player.attackHurtNetwork.attackType == AttackTypeEnum.Throw)
EnterState(player, "Grabbed");
if (player.attackHurtNetwork.moveName == "Shadowbreak")
EnterState(player, "Knockback");
if (IsBlocking(player))
{
if (player.direction.y < 0)
EnterState(player, "BlockLow");
else
EnterState(player, "Block");
}
else
{
player.player.PlayerUI.DisplayNotification(NotificationTypeEnum.Punish);
if (player.attackHurtNetwork.hardKnockdown)
EnterState(player, "Airborne");
else
{
if (player.attackHurtNetwork.knockbackArc == 0 || player.attackHurtNetwork.softKnockdown)
if (player.position.y <= DemonicsPhysics.GROUND_POINT)
EnterState(player, "Hurt");
else
EnterState(player, "HurtAir");
else
EnterState(player, "HurtAir");
}
}
}
}
}