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