using UnityEngine; public class BlockLowState : BlockParentState { public override void UpdateLogic(PlayerNetwork player) { base.UpdateLogic(player); player.animation = "BlockLow"; player.animationFrames++; player.velocity = new DemonicsVector2(player.velocity.x, 0); ToIdleState(player); } private void ToIdleState(PlayerNetwork player) { if (player.stunFrames <= 0) { player.player.StopShakeCoroutine(); CheckTrainingComboEnd(player); if (player.direction.y < 0) EnterState(player, "Crouch"); else EnterState(player, "Idle"); } } }