private void HitKeyDown(float directionX, float directionY, float downTimer, int playerIndex)
{
if (model.resetTimeLeft <= 0)
{
if (!model.attackMode)
{
MoveStats moveStats;
if ((newXdir || newYdir) && (Math.Abs(navigation.X) > 0.9 || newYdir && Math.Abs(navigation.Y) > 0.9))
{
if (Math.Abs(navigation.X) >= Math.Abs(navigation.Y) || (!model.inAir && navigation.Y > 0) || (view.VelocityY < -stats.jumpStartVelocity + 2 && navigation.Y < 0)) moveStats = newXdir? stats.aLR : stats.a;
else moveStats = model.inAir && navigation.Y > 0 ? stats.aDown : stats.aUp;
}
else moveStats = stats.a;
if (moveStats != null)
{
currentMove = moves.newMove(moveStats, model.faceRight);
if (currentMove == null) return;
if (currentMove.Stats.Type == MoveType.Charge)
{
model.setState(CharacterState.charging, currentMove.Stats);
}
else
{
model.setState(CharacterState.attacking, currentMove.Stats);
if (currentMove.Stats.Start == 0) moves.StartMove(view.Position, view.Velocity, currentMove);
if (currentMove.Stats.Adjustable) adjustAngle = model.faceRight ? currentMove.Stats.StartAngle : Math.PI - currentMove.Stats.StartAngle;
}
}
}
else if (currentMove.Stats.Adjustable)
{
model.attackMode = false;
NaturalState();
}
}
}