using UnityEngine; public class JumpState : AirParentState { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.enter = true; player.sound = "Jump"; player.SetEffect("Jump", player.position); player.hasJumped = true; player.animationFrames = 0; player.velocity = new Vector2(0, (float)player.playerStats.JumpForce); } player.animation = "Jump"; player.animationFrames++; player.velocity = new Vector2(player.velocity.x, player.velocity.y - player.gravity); base.UpdateLogic(player); ToFallState(player); } private void ToFallState(PlayerNetwork player) { if (player.velocity.y <= 0) { player.enter = false; player.state = "Fall"; } } }