using UnityEngine; public class JumpState : AirParentState { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.animation = "Jump"; player.enter = true; player.sound = "Jump"; player.SetEffect("Jump", player.position); player.hasJumped = true; player.animationFrames = 0; player.velocity = new DemonicsVector2((DemonicsFloat)0, player.playerStats.JumpForce); return; } player.animationFrames++; player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY); ToFallState(player); base.UpdateLogic(player); } private void ToFallState(PlayerNetwork player) { if (player.velocity.y <= (DemonicsFloat)0) { EnterState(player, "Fall"); } } }