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using UnityEngine;
public class WalkState : GroundParentState
{
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private int _cel;
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public override void UpdateLogic(PlayerNetwork player)
{
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if (!player.enter)
{
player.enter = true;
player.animationFrames = 0;
}
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player.canDoubleJump = true;
player.animation = "Walk";
player.animationFrames++;
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player.velocity = new DemonicsVector2(player.direction.x * player.playerStats.SpeedWalk, 0);
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int cel;
bool footstep = player.player.PlayerAnimator.GetFootstep(player.animation, player.animationFrames, out cel);
if (cel != _cel && footstep)
{
_cel = cel;
player.soundGroup = "Footsteps";
}
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CheckFlip(player);
base.UpdateLogic(player);
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ToIdleState(player);
ToJumpState(player);
ToJumpForwardState(player);
ToCrouchState(player);
}
private void ToCrouchState(PlayerNetwork player)
{
if (player.direction.y < 0)
{
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EnterState(player, "Crouch");
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}
}
private void ToJumpState(PlayerNetwork player)
{
if (player.direction.y > 0)
{
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EnterState(player, "Jump");
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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, "JumpForward");
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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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}
}
}