using UnityEngine; public class GiveUpState : State { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { GameSimulation.Run = false; GameSimulation.Timer = 99; GameSimulation.GlobalHitstop = 1; player.velocity = DemonicsVector2.Zero; player.enter = true; player.animationFrames = 0; player.player.StopShakeCoroutine(); GameplayManager.Instance.RoundOver(true); player.healthRecoverable = 0; player.player.PlayerUI.UpdateHealthDamaged(player.healthRecoverable); ResetCombo(player); } player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY); player.animation = "Death"; player.animationFrames++; if (player.animationFrames >= 725) { ResetPlayer(player); ResetPlayer(player.otherPlayer); EnterState(player, "Taunt"); EnterState(player.otherPlayer, "Taunt"); } } }