Files
2023-07-02 23:17:37 +03:00

65 lines
1.9 KiB
C#

using UnityEngine;
public class RunState : GroundParentState
{
public override void UpdateLogic(PlayerNetwork player)
{
if (!player.enter)
{
player.enter = true;
player.animation = "Run";
player.animationFrames = 0;
return;
}
player.position = new DemonVector2(player.position.x, DemonicsPhysics.GROUND_POINT);
player.animation = "Run";
player.animationFrames++;
player.velocity = new DemonVector2(player.direction.x * player.playerStats.SpeedRun, 0);
if (DemonicsWorld.Frame % 5 == 0)
{
if (player.flip > 0)
{
DemonVector2 effectPosition = new DemonVector2(player.position.x - 1, player.position.y);
player.SetEffect("Ghost", effectPosition, false);
}
else
{
DemonVector2 effectPosition = new DemonVector2(player.position.x + 1, player.position.y);
player.SetEffect("Ghost", effectPosition, true);
}
}
base.UpdateLogic(player);
ToIdleState(player);
ToJumpState(player);
ToJumpForwardState(player);
}
private void ToJumpState(PlayerNetwork player)
{
if (player.direction.y > 0)
{
player.jumpDirection = 0;
EnterState(player, "PreJump");
}
}
private void ToJumpForwardState(PlayerNetwork player)
{
if (player.direction.y > 0 && player.direction.x != 0)
{
player.jumpDirection = (int)player.direction.x;
EnterState(player, "PreJump");
}
}
private void ToIdleState(PlayerNetwork player)
{
if (player.direction.x == 0)
{
EnterState(player, "Idle");
}
}
public override void Exit(PlayerNetwork player)
{
base.Exit(player);
player.soundStop = "Run";
}
}