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using UnityEngine;
public class IdleState : GroundParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
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if (!player.enter)
{
player.animation = "Idle";
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player.enter = true;
player.animationFrames = 0;
return;
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}
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player.animationFrames++;
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player.velocity = DemonVector2.Zero;
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CheckFlip(player);
base.UpdateLogic(player);
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ToWalkState(player);
ToJumpState(player);
ToJumpForwardState(player);
ToCrouchState(player);
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ToDashState(player);
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}
private void ToCrouchState(PlayerNetwork player)
{
if (player.direction.y < 0)
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EnterState(player, "Crouch");
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}
private void ToJumpState(PlayerNetwork player)
{
if (player.direction.y > 0)
{
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player.jumpDirection = 0;
EnterState(player, "PreJump");
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}
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.direction.y > 0 && player.direction.x != 0)
{
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player.jumpDirection = (int)player.direction.x;
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EnterState(player, "PreJump");
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}
}
private void ToWalkState(PlayerNetwork player)
{
if (player.direction.x != 0)
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EnterState(player, "Walk");
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}
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private void ToDashState(PlayerNetwork player)
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{
if (player.inputBuffer.CurrentTrigger().pressed)
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{
if (player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.ForwardDash)
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{
player.dashDirection = 1;
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EnterState(player, "Dash");
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}
else if (player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.BackDash)
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{
player.dashDirection = -1;
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EnterState(player, "Dash");
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}
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}
}
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}