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using UnityEngine;
public class FallState : AirParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
CheckFlip(player);
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if (!player.enter)
{
player.enter = true;
player.animationFrames = 0;
}
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player.animation = "Fall";
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player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY);
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base.UpdateLogic(player);
ToIdleState(player);
}
private void ToIdleState(PlayerNetwork player)
{
if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
{
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player.enter = false;
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player.sound = "Landed";
player.SetEffect("Fall", player.position);
player.state = "Idle";
}
}
}