using UnityEngine; public class RunState : GroundParentState { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.enter = true; player.animationFrames = 0; } player.position = new DemonicsVector2(player.position.x, DemonicsPhysics.GROUND_POINT); player.animation = "Run"; player.animationFrames++; player.velocity = new DemonicsVector2(player.direction.x * player.playerStats.SpeedRun, 0); if (DemonicsWorld.Frame % 5 == 0) { if (player.flip > 0) { DemonicsVector2 effectPosition = new DemonicsVector2(player.position.x - 1, player.position.y); player.SetEffect("Ghost", effectPosition, false); } else { DemonicsVector2 effectPosition = new DemonicsVector2(player.position.x + 1, player.position.y); player.SetEffect("Ghost", effectPosition, true); } } base.UpdateLogic(player); ToIdleState(player); ToJumpState(player); ToJumpForwardState(player); ToAttackState(player); } private void ToJumpState(PlayerNetwork player) { if (player.direction.y > 0) { player.enter = false; player.soundStop = "Run"; player.state = "Jump"; } } private void ToJumpForwardState(PlayerNetwork player) { if (player.direction.y > 0 && player.direction.x != 0) { player.jumpDirection = (int)player.direction.x; player.enter = false; player.soundStop = "Run"; player.state = "JumpForward"; } } public void ToAttackState(PlayerNetwork player) { if (player.attackPress) { Attack(player); } } private void ToIdleState(PlayerNetwork player) { if (player.direction.x == 0) { player.enter = false; player.soundStop = "Run"; player.state = "Idle"; } } }