using UnityEngine; public class CrouchState : GroundParentState { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.enter = true; player.animation = "Crouch"; player.animationFrames = 0; return; } player.position = new DemonicsVector2(player.position.x, DemonicsPhysics.GROUND_POINT); CheckFlip(player); player.canDoubleJump = true; player.dashFrames = 0; player.animationFrames = 0; player.velocity = DemonicsVector2.Zero; base.UpdateLogic(player); ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.direction.y >= 0) { EnterState(player, "Idle"); } } }