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using UnityEngine;
public class RunState : GroundParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
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if (!player.enter)
{
player.enter = true;
player.animation = "Run";
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player.animationFrames = 0;
return;
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}
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player.position = new DemonVector2(player.position.x, DemonicsPhysics.GROUND_POINT);
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player.animation = "Run";
player.animationFrames++;
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player.velocity = new DemonVector2(player.direction.x * player.playerStats.SpeedRun, 0);
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if (DemonicsWorld.Frame % 5 == 0)
{
if (player.flip > 0)
{
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DemonVector2 effectPosition = new DemonVector2(player.position.x - 1, player.position.y);
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player.SetEffect("Ghost", effectPosition, false);
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}
else
{
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DemonVector2 effectPosition = new DemonVector2(player.position.x + 1, player.position.y);
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player.SetEffect("Ghost", effectPosition, true);
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}
}
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base.UpdateLogic(player);
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ToIdleState(player);
ToJumpState(player);
ToJumpForwardState(player);
}
private void ToJumpState(PlayerNetwork player)
{
if (player.direction.y > 0)
{
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player.jumpDirection = 0;
EnterState(player, "PreJump");
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}
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.direction.y > 0 && player.direction.x != 0)
{
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player.jumpDirection = (int)player.direction.x;
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EnterState(player, "PreJump");
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}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.direction.x == 0)
{
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EnterState(player, "Idle");
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}
}
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public override void Exit(PlayerNetwork player)
{
base.Exit(player);
player.soundStop = "Run";
}
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}