using UnityEngine; public class DeathState : State { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.enter = true; player.animationFrames = 0; player.player.StopShakeCoroutine(); GameplayManager.Instance.RoundOver(false); GameSimulation.IntroFrame = 360; player.health = 1; if (!SceneSettings.IsTrainingMode) { GameSimulation.Run = false; } } player.velocity = DemonicsVector2.Zero; player.animation = "Knockdown"; player.animationFrames++; if (player.animationFrames >= 250) { if (player.otherPlayer.state != "Taunt") { player.otherPlayer.enter = false; player.otherPlayer.state = "Taunt"; } } if (SceneSettings.IsTrainingMode) { if (player.animationFrames >= 105) { player.enter = false; player.state = "Idle"; } } else { if (player.animationFrames >= 370) { player.otherPlayer.enter = false; player.otherPlayer.state = "Taunt"; player.enter = false; player.state = "Taunt"; } } } }