using UnityEngine; public class WallSplatState : State { public override void UpdateLogic(PlayerNetwork player) { CheckFlip(player); if (!player.enter) { DemonicsVector2 effectPosition = new DemonicsVector2(player.position.x + ((DemonicsFloat)2.25 * player.flip), player.position.y); if (player.flip == 1) { player.SetEffect("WallSplat", effectPosition, true); } else { player.SetEffect("WallSplat", effectPosition, false); } player.sound = "WallSplat"; player.enter = true; player.animationFrames = 0; } player.velocity = DemonicsVector2.Zero; player.hurtbox.active = false; player.animation = "Wallsplat"; player.animationFrames++; ToAirborneState(player); } private void ToAirborneState(PlayerNetwork player) { if (player.animationFrames >= 10) { player.wasWallSplatted = true; player.hurtbox.active = true; player.enter = false; player.state = "Airborne"; } } }