using UnityEngine; public class PlayerComboSystem : MonoBehaviour { private PlayerStats _playerStats; private PlayerMovement _playerMovement; void Awake() { _playerMovement = GetComponent(); _playerStats = GetComponent(); } public AttackSO GetComboAttack(InputEnum inputEnum, bool isCrouching) { if (inputEnum == InputEnum.Throw) { return _playerStats.PlayerStatsSO.mThrow; } if (isCrouching) { return GetCrouchingAttackType(inputEnum); } else { if (!_playerMovement.IsGrounded) { return _playerStats.PlayerStatsSO.jumpL; } else { return GetStandingAttackType(inputEnum); } } } private AttackSO GetCrouchingAttackType(InputEnum inputEnum) { if (inputEnum == InputEnum.Light) { return _playerStats.PlayerStatsSO.m2L; } else if (inputEnum == InputEnum.Medium) { return _playerStats.PlayerStatsSO.m2M; } else { return _playerStats.PlayerStatsSO.m2H; } } private AttackSO GetStandingAttackType(InputEnum inputEnum) { if (inputEnum == InputEnum.Light) { return _playerStats.PlayerStatsSO.m5L; } else if (inputEnum == InputEnum.Medium) { return _playerStats.PlayerStatsSO.m5M; } else { return _playerStats.PlayerStatsSO.m5H; } } public ArcanaSO GetArcana() { return _playerStats.PlayerStatsSO.arcana; } }