using UnityEngine; public class BlockAirState : BlockParentState { public override void UpdateLogic(PlayerNetwork player) { base.UpdateLogic(player); player.animation = "BlockAir"; player.animationFrames++; ToFallState(player); } protected override void AfterHitstop(PlayerNetwork player) { base.AfterHitstop(player); ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0 && player.knockback > 1) { player.player.StopShakeCoroutine(); if (player.stunFrames <= 0) { player.enter = false; player.state = "Idle"; } else { player.stunFrames = player.attackHurtNetwork.hitStun; player.velocity = DemonicsVector2.Zero; player.animationFrames = 0; player.state = "Block"; } } } private void ToFallState(PlayerNetwork player) { if (player.stunFrames <= 0) { player.enter = false; player.state = "Fall"; } } protected override void OnEnter(PlayerNetwork player) { base.OnEnter(player); } }