using UnityEngine; public class RunState : GroundParentState { public override void UpdateLogic(PlayerNetwork player) { player.animation = "Run"; player.animationFrames++; player.velocity = new Vector2(player.direction.x * (float)player.playerStats.SpeedRun, 0); if (DemonicsWorld.Frame % 5 == 0) { if (player.flip > 0) { Vector2 effectPosition = new Vector2(player.position.x - 1, player.position.y); player.SetEffect("Ghost", player.position, false); } else { Vector2 effectPosition = new Vector2(player.position.x + 1, player.position.y); player.SetEffect("Ghost", player.position, true); } } ToIdleState(player); ToJumpState(player); ToJumpForwardState(player); } private void ToJumpState(PlayerNetwork player) { if (player.direction.y > 0) { player.soundStop = "Run"; player.state = "Jump"; } } private void ToJumpForwardState(PlayerNetwork player) { if (player.direction.y > 0 && player.direction.x != 0) { player.soundStop = "Run"; player.state = "JumpForward"; } } private void ToIdleState(PlayerNetwork player) { if (player.direction.x == 0) { player.soundStop = "Run"; player.state = "Idle"; } } }