2022-12-26 03:47:56 +02:00
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using UnityEngine;
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public class WalkState : GroundParentState
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{
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public override void UpdateLogic(PlayerNetwork player)
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{
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2022-12-30 14:07:58 +02:00
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if (!player.enter)
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{
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player.enter = true;
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player.animationFrames = 0;
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}
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2022-12-26 03:47:56 +02:00
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player.canDoubleJump = true;
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player.animation = "Walk";
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player.animationFrames++;
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2022-12-31 20:46:52 +02:00
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player.velocity = new DemonicsVector2(player.direction.x * player.playerStats.SpeedWalk, 0);
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2023-02-03 18:03:10 +02:00
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bool footstep = player.player.PlayerAnimator.GetFootstep(player.animation, player.animationFrames, out int cel);
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if (cel != player.cel && footstep)
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2023-01-23 18:31:58 +02:00
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{
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2023-02-03 18:03:10 +02:00
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player.cel = cel;
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2023-01-23 18:31:58 +02:00
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player.soundGroup = "Footsteps";
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}
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2023-01-07 23:17:55 +02:00
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CheckFlip(player);
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base.UpdateLogic(player);
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2022-12-26 03:47:56 +02:00
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ToIdleState(player);
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ToJumpState(player);
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ToJumpForwardState(player);
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ToCrouchState(player);
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}
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private void ToCrouchState(PlayerNetwork player)
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{
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if (player.direction.y < 0)
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{
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2023-01-23 18:31:58 +02:00
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EnterState(player, "Crouch");
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2022-12-26 03:47:56 +02:00
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}
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}
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private void ToJumpState(PlayerNetwork player)
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{
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if (player.direction.y > 0)
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{
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2023-01-23 18:31:58 +02:00
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EnterState(player, "Jump");
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2022-12-26 03:47:56 +02:00
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}
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}
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private void ToJumpForwardState(PlayerNetwork player)
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{
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if (player.direction.y > 0 && player.direction.x != 0)
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{
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2022-12-31 20:46:52 +02:00
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player.jumpDirection = (int)player.direction.x;
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2023-01-23 18:31:58 +02:00
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EnterState(player, "JumpForward");
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2022-12-26 03:47:56 +02:00
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}
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}
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private void ToIdleState(PlayerNetwork player)
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{
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if (player.direction.x == 0)
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{
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2023-01-23 18:31:58 +02:00
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EnterState(player, "Idle");
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2022-12-26 03:47:56 +02:00
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}
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}
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}
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