using UnityEngine; public class TauntState : State { public override void UpdateLogic(PlayerNetwork player) { CheckFlip(player); if (!player.enter) { if (player.otherPlayer.health <= 0) { player.comboLocked = true; } else { player.comboLocked = false; } player.enter = true; player.animationFrames = 0; player.animation = "Taunt"; } player.velocity = DemonVector2.Zero; player.animationFrames++; if (GameSimulation.Timer <= 0) return; ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.animationFrames >= 100 && !player.comboLocked) { GameSimulation.Run = true; EnterState(player, "Idle"); } } }