using UnityEngine; public class BlockLowState : BlockParentState { public override void UpdateLogic(PlayerNetwork player) { base.UpdateLogic(player); player.animation = "BlockLow"; player.animationFrames++; ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.stunFrames <= 0) { player.player.StopShakeCoroutine(); player.enter = false; player.state = "Idle"; } } protected override void OnEnter(PlayerNetwork player) { base.OnEnter(player); end = new Vector2(player.position.x + (hurtAttack.knockbackForce.x * -player.flip), (float)DemonicsPhysics.GROUND_POINT - 0.5f); } }