using UnityEngine; public class ShadowbreakState : State { public override void UpdateLogic(PlayerNetwork player) { if (!player.enter) { player.attackNetwork = new AttackNetwork() { name = "Shadowbreak", moveName = "Shadowbreak", impactSound = "", attackSound = "", hurtEffect = "", hitstop = 10, cameraShakerNetwork = new CameraShakerNetwork() { intensity = 35, timer = 0.15f } }; SetTopPriority(player); CheckFlip(player); player.enter = true; player.animationFrames = 0; player.sound = "Shadowbreak"; player.canChainAttack = false; player.position = new DemonicsVector2(player.position.x, player.position.y + 15); player.InitializeProjectile("Shadowbreak", player.attackNetwork, (DemonicsFloat)0, 0, false); player.SetProjectile("Shadowbreak", new DemonicsVector2(player.position.x, player.position.y + player.pushbox.size.y), false); CameraShake.Instance.Shake(player.attackNetwork.cameraShakerNetwork); } player.velocity = DemonicsVector2.Zero; player.hurtbox.active = false; player.animation = "Shadowbreak"; player.animationFrames++; ToFallState(player); } private void ToFallState(PlayerNetwork player) { if (player.animationFrames >= 60) { CheckTrainingGauges(player); EnterState(player, "Fall"); } } }