using UnityEngine; public class FallState : AirParentState { public override void UpdateLogic(PlayerNetwork player) { CheckFlip(player); if (!player.enter) { player.enter = true; player.animationFrames = 0; } player.animation = "Fall"; player.velocity = new Vector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY); base.UpdateLogic(player); ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0) { player.enter = false; player.sound = "Landed"; player.SetEffect("Fall", player.position); player.state = "Idle"; } } }