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using UnityEngine;
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public class BlockLowState : BlockParentState
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{
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public override void UpdateLogic(PlayerNetwork player)
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{
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base.UpdateLogic(player);
player.animation = "BlockLow";
player.animationFrames++;
ToIdleState(player);
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}
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private void ToIdleState(PlayerNetwork player)
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{
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if (player.stunFrames <= 0)
{
player.player.StopShakeCoroutine();
player.enter = false;
player.state = "Idle";
}
}
protected override void OnEnter(PlayerNetwork player)
{
base.OnEnter(player);
end = new Vector2(player.position.x + (hurtAttack.knockbackForce.x * -player.flip), (float)DemonicsPhysics.GROUND_POINT - 0.5f);
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}
}