using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class PlayerIdleState : PlayerState
{
public PlayerIdleState(Player player) : base(player) { }
public override void Enter()
{
base.Enter();
anim.SetBool("isIdle", true);
rb.linearVelocity = new Vector2(0f, rb.linearVelocity.y);
}
public override void Update()
{
base.Update();
if(AttackPressed && combat.CanAttack)
player.ChangeState(player.attackState);
else if (JumpPressed) { JumpPressed = false;
player.ChangeState(player.jumpState);
}
else if (Mathf.Abs(player.moveInput.x) > 0.1f)
{
player.ChangeState(player.moveState);
}
else if (MoveInput.y < -0.1f)
{
player.ChangeState(player.crouchState);
}
}
public override void Exit()
{
base.Exit();
anim.SetBool("isIdle", false);
}
}