Files
2023-01-18 21:41:03 +02:00

76 lines
2.0 KiB
C#

using UnityEngine;
public class IdleState : GroundParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.enter = true;
player.animationFrames = 0;
}
player.animation = "Idle";
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)
{
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.jumpDirection = (int)player.direction.x;
player.enter = false;
player.state = "JumpForward";
}
}
private void ToWalkState(PlayerNetwork player)
{
if (player.direction.x != 0)
{
player.enter = false;
player.state = "Walk";
}
}
private void ToDashState(PlayerNetwork player)
{
if (player.inputBuffer.inputItems[0].pressed)
{
if (player.inputBuffer.inputItems[0].inputEnum == InputEnum.ForwardDash)
{
player.dashDirection = 1;
player.enter = false;
player.state = "Dash";
}
else if (player.inputBuffer.inputItems[0].inputEnum == InputEnum.BackDash)
{
player.dashDirection = -1;
player.enter = false;
player.state = "Dash";
}
}
}
}