Files
2022-12-30 14:07:58 +02:00

66 lines
1.8 KiB
C#

using UnityEngine;
public class WalkState : GroundParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.enter = true;
player.animationFrames = 0;
}
player.position = new Vector2(player.position.x, (float)DemonicsPhysics.GROUND_POINT);
CheckFlip(player);
player.canDoubleJump = true;
player.animation = "Walk";
player.animationFrames++;
player.velocity = new Vector2(player.direction.x * (float)player.playerStats.SpeedWalk, 0);
ToIdleState(player);
ToJumpState(player);
ToJumpForwardState(player);
ToCrouchState(player);
}
private void ToCrouchState(PlayerNetwork player)
{
if (player.direction.y < 0)
{
player.enter = false;
player.state = "Crouch";
}
}
private void ToJumpState(PlayerNetwork player)
{
if (player.direction.y > 0)
{
player.enter = false;
player.state = "Jump";
}
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.direction.y > 0 && player.direction.x != 0)
{
player.dashDirection = (int)player.direction.x;
player.enter = false;
player.state = "JumpForward";
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.direction.x == 0)
{
player.enter = false;
player.state = "Idle";
}
}
public override bool ToDashState(PlayerNetwork player)
{
if (player.canDash)
{
player.enter = false;
player.state = "Dash";
return true;
}
return false;
}
}