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using UnityEngine;
public class DashAirState : State
{
public override void UpdateLogic(PlayerNetwork player)
{
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if (!player.enter)
{
player.enter = true;
player.sound = "Dash";
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player.animationFrames = 0;
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if (player.dashDirection > 0)
{
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DemonicsVector2 effectPosition = new DemonicsVector2(player.position.x - 1, player.position.y);
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player.SetEffect("Dash", effectPosition, false);
}
else
{
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DemonicsVector2 effectPosition = new DemonicsVector2(player.position.x + 1, player.position.y);
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player.SetEffect("Dash", effectPosition, true);
}
player.canDoubleJump = false;
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player.dashFrames = 15;
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player.velocity = new DemonicsVector2(player.dashDirection * player.playerStats.DashForce, 0);
return;
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}
Dash(player);
player.dashDirection = 0;
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}
private void Dash(PlayerNetwork player)
{
if (player.dashFrames > 0)
{
player.animationFrames = 0;
player.animation = "Fall";
if (player.dashFrames % 5 == 0)
{
if (player.flip > 0)
{
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DemonicsVector2 effectPosition = new DemonicsVector2(player.position.x - 1, player.position.y);
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player.SetEffect("Ghost", player.position, false);
}
else
{
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DemonicsVector2 effectPosition = new DemonicsVector2(player.position.x + 1, player.position.y);
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player.SetEffect("Ghost", player.position, true);
}
}
player.dashFrames--;
}
else
{
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player.velocity = DemonicsVector2.Zero;
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EnterState(player, "Fall");
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}
}
}