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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++;
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player.velocity = new DemonVector2(player.velocity.x, 0);
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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();
CheckTrainingComboEnd(player);
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if (player.direction.y < 0)
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EnterState(player, "Crouch");
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else
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EnterState(player, "Idle");
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}
}
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}