using System; using ExtensionMethods; using UnityEngine; public class PlayerUpRisingAbility : CharacterState { public void UpJumpAttack() { if (R.Player.TimeController.isPause) { return; } if (this.pAttr.isOnGround) { R.Player.TimeController.SetSpeed(Vector2.zero); if (R.Player.Enhancement.Combo1 != 0 && this.stateMachine.currentState.IsInArray(this._canUpRisingSta)) { this.weapon.HandleUpRising(); } } } private readonly string[] _canUpRisingSta = new string[] { "Atk1", "Atk2", "Atk3", "Atk4", "Atk5", "Atk6", "Atk7", "Atk8", "Atk11", "Atk12", "Atk13", "Atk14", "Atk23", "Atk15", "AtkHv1", "AtkHv2", "AtkHv3", "Atk16", "AtkHv1Push", "EndAtk", "GetUp", "Idle", "Ready", "Run", "RunSlow", "IdleToDefense", "Defense", "FallToDefenseAir", "DefenseAir", "ExecuteToIdle", "FlashGround" }; }