using UnityEngine; public class BlockLowState : BlockParentState { public override void UpdateLogic(PlayerNetwork player) { base.UpdateLogic(player); player.position = new DemonicsVector2(player.position.x, DemonicsPhysics.GROUND_POINT); player.animation = "BlockLow"; player.animationFrames++; ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.stunFrames <= 0) { player.player.StopShakeCoroutine(); player.enter = false; if (player.direction.y < 0) { player.state = "Crouch"; } else { player.state = "Idle"; } } } }