using UnityEngine; public class WalkState : GroundParentState { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.enter = true; player.animationFrames = 0; } player.canDoubleJump = true; player.animation = "Walk"; player.animationFrames++; player.velocity = new DemonicsVector2(player.direction.x * player.playerStats.SpeedWalk, 0); CheckFlip(player); base.UpdateLogic(player); ToIdleState(player); ToJumpState(player); ToJumpForwardState(player); ToCrouchState(player); ToDashState(player); ToAttackState(player); ToArcanaState(player); } private void ToCrouchState(PlayerNetwork player) { if (player.direction.y < 0) { player.enter = false; player.state = "Crouch"; } } private void ToJumpState(PlayerNetwork player) { if (player.direction.y > 0) { player.enter = false; player.state = "Jump"; } } private void ToJumpForwardState(PlayerNetwork player) { if (player.direction.y > 0 && player.direction.x != 0) { player.jumpDirection = (int)player.direction.x; player.enter = false; player.state = "JumpForward"; } } private void ToIdleState(PlayerNetwork player) { if (player.direction.x == 0) { player.enter = false; player.state = "Idle"; } } private void ToDashState(PlayerNetwork player) { if (player.dashDirection != 0) { player.enter = false; player.state = "Dash"; } } public void ToAttackState(PlayerNetwork player) { if (player.attackPress) { Attack(player); } } public void ToArcanaState(PlayerNetwork player) { if (player.arcanaPress) { Arcana(player); } } }