using UnityEngine; public class CrouchState : GroundParentState { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.enter = true; player.animationFrames = 0; } player.position = new DemonicsVector2(player.position.x, DemonicsPhysics.GROUND_POINT); CheckFlip(player); player.canDoubleJump = true; player.dashFrames = 0; player.animationFrames = 0; player.animation = "Crouch"; player.velocity = DemonicsVector2.Zero; ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.direction.y >= 0) { player.enter = false; player.state = "Idle"; } } public override void ToAttackState(PlayerNetwork player) { player.isCrouch = true; player.isAir = false; player.canChainAttack = false; player.enter = false; player.state = "Attack"; } public override void ToArcanaState(PlayerNetwork player) { if (player.arcana >= PlayerStatsSO.ARCANA_MULTIPLIER) { player.isCrouch = true; player.isAir = false; player.canChainAttack = false; player.enter = false; player.state = "Arcana"; } } }