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using UnityEngine;
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public class DeathState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.enter = true;
player.animationFrames = 0;
player.player.StopShakeCoroutine();
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GameplayManager.Instance.RoundOver(false);
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GameSimulation.IntroFrame = 360;
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player.health = 1;
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if (!SceneSettings.IsTrainingMode)
{
GameSimulation.Run = false;
}
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}
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player.velocity = DemonicsVector2.Zero;
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player.animation = "Knockdown";
player.animationFrames++;
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if (player.animationFrames >= 250)
{
if (player.otherPlayer.state != "Taunt")
{
player.otherPlayer.enter = false;
player.otherPlayer.state = "Taunt";
}
}
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if (SceneSettings.IsTrainingMode)
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{
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if (player.animationFrames >= 105)
{
player.enter = false;
player.state = "Idle";
}
}
else
{
if (player.animationFrames >= 370)
{
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player.otherPlayer.enter = false;
player.otherPlayer.state = "Taunt";
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player.enter = false;
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player.state = "Taunt";
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}
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}
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}
}