using UnityEngine; public class GrabbedState : State { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { if (player.otherPlayer.state == "Arcana") { EnterState(player.otherPlayer, "ArcanaEnd"); } else { EnterState(player.otherPlayer, "Throw"); } player.enter = true; player.animationFrames = 0; player.player.StopShakeCoroutine(); } player.velocity = DemonicsVector2.Zero; player.animation = "HurtAir"; player.animationFrames++; ThrowBreak(player); } private void ThrowBreak(PlayerNetwork player) { if (player.inputBuffer.CurrentInput().pressed && player.inputBuffer.CurrentInput().inputEnum == InputEnum.Throw) { if (player.otherPlayer.state != "Arcana" && player.animationFrames <= 6) { player.SetEffect("Impact", new DemonicsVector2((player.position.x + player.otherPlayer.position.x) / 2, player.position.y + (player.pushbox.size.y / 2))); EnterState(player, "Knockback"); EnterState(player.otherPlayer, "Knockback"); } } } }