using UnityEngine; public class PlayerComboSystem : MonoBehaviour { private Player _player; void Awake() { _player = GetComponent(); } public AttackSO GetComboAttack(InputEnum inputEnum, bool isCrouching, bool isAir) { if (inputEnum == InputEnum.Throw) { return _player.playerStats.mThrow; } if (isCrouching) { return GetCrouchingAttackType(inputEnum); } else { if (isAir) { return GetJumpAttackType(inputEnum); } else { return GetStandingAttackType(inputEnum); } } } private AttackSO GetJumpAttackType(InputEnum inputEnum) { if (inputEnum == InputEnum.Light) { return _player.playerStats.jL; } else if (inputEnum == InputEnum.Medium) { return _player.playerStats.jM; } else { return _player.playerStats.jH; } } private AttackSO GetCrouchingAttackType(InputEnum inputEnum) { if (inputEnum == InputEnum.Light) { return _player.playerStats.m2L; } else if (inputEnum == InputEnum.Medium) { return _player.playerStats.m2M; } else { return _player.playerStats.m2H; } } private AttackSO GetStandingAttackType(InputEnum inputEnum) { if (inputEnum == InputEnum.Light) { return _player.playerStats.m5L; } else if (inputEnum == InputEnum.Medium) { return _player.playerStats.m5M; } else { return _player.playerStats.m5H; } } public AttackSO GetThrow() { return _player.playerStats.mThrow; } public ArcanaSO GetArcana(bool isCrouching = false, bool isAir = false) { if (isAir) { return _player.playerStats.jArcana; } if (isCrouching) { return _player.playerStats.m2Arcana; } return _player.playerStats.m5Arcana; } }