Files

72 lines
1.9 KiB
C#

using UnityEngine;
public class IdleState : GroundParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.animation = "Idle";
player.enter = true;
player.animationFrames = 0;
return;
}
player.animationFrames++;
player.velocity = DemonicsVector2.Zero;
CheckFlip(player);
base.UpdateLogic(player);
ToWalkState(player);
ToJumpState(player);
ToJumpForwardState(player);
ToCrouchState(player);
ToDashState(player);
}
private void ToCrouchState(PlayerNetwork player)
{
if (player.direction.y < 0)
{
EnterState(player, "Crouch");
}
}
private void ToJumpState(PlayerNetwork player)
{
if (player.direction.y > 0)
{
EnterState(player, "Jump");
}
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.direction.y > 0 && player.direction.x != 0)
{
player.jumpDirection = (int)player.direction.x;
EnterState(player, "JumpForward");
}
}
private void ToWalkState(PlayerNetwork player)
{
if (player.direction.x != 0)
{
EnterState(player, "Walk");
}
}
private void ToDashState(PlayerNetwork player)
{
if (player.inputBuffer.CurrentInput().pressed)
{
if (player.inputBuffer.CurrentInput().inputEnum == InputEnum.ForwardDash)
{
player.dashDirection = 1;
EnterState(player, "Dash");
}
else if (player.inputBuffer.CurrentInput().inputEnum == InputEnum.BackDash)
{
player.dashDirection = -1;
EnterState(player, "Dash");
}
}
}
}