using UnityEngine; public class GrabbedState : State { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { CameraShake.Instance.Zoom(20, 0.05f); if (player.otherPlayer.state == "Arcana") EnterState(player.otherPlayer, "ArcanaEnd"); else EnterState(player.otherPlayer, "Throw"); player.animation = "HurtAir"; player.enter = true; player.animationFrames = 0; player.player.StopShakeCoroutine(); return; } player.animationFrames++; player.velocity = DemonVector2.Zero; ThrowBreak(player); } private void ThrowBreak(PlayerNetwork player) { if (player.inputBuffer.CurrentTrigger().pressed && player.inputBuffer.CurrentTrigger().inputEnum == InputEnum.Throw) { if (player.otherPlayer.state != "Arcana" && player.animationFrames <= 6) { CameraShake.Instance.ZoomDefault(0.1f); player.SetParticle("ThrowTech", new DemonVector2((player.position.x + player.otherPlayer.position.x) / 2, player.position.y + (player.pushbox.size.y / 2))); player.player.PlayerUI.DisplayNotification(NotificationTypeEnum.ThrowBreak); player.sound = "ParryStart"; // 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"); } } } }