public class FallState : AirParentState { public override void UpdateLogic(PlayerNetwork player) { CheckFlip(player); if (!player.enter) { player.enter = true; player.animation = "Fall"; player.animationFrames = 0; return; } player.velocity = new DemonVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY); if (!player.usedShadowbreak) base.UpdateLogic(player); else ToHurtState(player); ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.position.y <= DemonicsPhysics.GROUND_POINT) { player.usedShadowbreak = false; player.sound = "Landed"; player.SetParticle("Fall", new DemonVector2(player.position.x, DemonicsPhysics.GROUND_POINT)); EnterState(player, "Idle"); } } }