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using UnityEngine;
public class CrouchState : GroundParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
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if (!player.enter)
{
player.enter = true;
player.animationFrames = 0;
}
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player.position = new DemonicsVector2(player.position.x, DemonicsPhysics.GROUND_POINT);
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CheckFlip(player);
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player.canDoubleJump = true;
player.dashFrames = 0;
player.animationFrames = 0;
player.animation = "Crouch";
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player.velocity = DemonicsVector2.Zero;
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base.UpdateLogic(player);
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ToIdleState(player);
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ToAttackState(player);
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ToArcanaState(player);
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}
private void ToIdleState(PlayerNetwork player)
{
if (player.direction.y >= 0)
{
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player.enter = false;
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player.state = "Idle";
}
}
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public void ToAttackState(PlayerNetwork player)
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{
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if (player.attackPress)
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{
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Attack(player);
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}
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}
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public void ToArcanaState(PlayerNetwork player)
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{
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if (player.arcanaPress)
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{
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Arcana(player);
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}
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}
}