using UnityEngine; public class BlockState : BlockParentState { public override void UpdateLogic(PlayerNetwork player) { base.UpdateLogic(player); player.animation = "Block"; player.animationFrames++; player.velocity = new DemonVector2(player.velocity.x, 0); ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.stunFrames <= 0) { BlockParentState.skipKnockback = false; player.player.StopShakeCoroutine(); CheckTrainingComboEnd(player); EnterState(player, "Idle"); } } protected override void OnEnter(PlayerNetwork player) { base.OnEnter(player); } }