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using UnityEngine;
public class WalkState : GroundParentState
{
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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CheckFlip(player);
base.UpdateLogic(player);
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ToIdleState(player);
ToJumpState(player);
ToJumpForwardState(player);
ToCrouchState(player);
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ToDashState(player);
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ToAttackState(player);
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}
private void ToCrouchState(PlayerNetwork player)
{
if (player.direction.y < 0)
{
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player.enter = false;
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player.state = "Crouch";
}
}
private void ToJumpState(PlayerNetwork player)
{
if (player.direction.y > 0)
{
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player.enter = false;
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player.state = "Jump";
}
}
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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player.enter = false;
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player.state = "JumpForward";
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.direction.x == 0)
{
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player.enter = false;
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player.state = "Idle";
}
}
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private void ToDashState(PlayerNetwork player)
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{
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if (player.dashDirection != 0)
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{
player.enter = false;
player.state = "Dash";
}
}
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public void ToAttackState(PlayerNetwork player)
{
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if (player.attackPress)
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{
Attack(player);
}
}
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public void ToArcanaState(PlayerNetwork player)
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{
if (player.arcana >= PlayerStatsSO.ARCANA_MULTIPLIER)
{
player.isCrouch = false;
player.isAir = false;
player.canChainAttack = false;
player.enter = false;
player.state = "Arcana";
}
}
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}