using UnityEngine; public class StateSimulation { public static void SetState(PlayerNetwork player) { if (player.state == "Attack") { player.CurrentState = new AttackState(); } if (player.state == "Arcana") { player.CurrentState = new ArcanaState(); } if (player.state == "ArcanaEnd") { player.CurrentState = new ArcanaEndState(); } if (player.state == "Hurt") { player.CurrentState = new HurtState(); } if (player.state == "DashAir") { player.CurrentState = new DashAirState(); } if (player.state == "Dash") { player.CurrentState = new DashState(); } if (player.state == "Idle") { player.CurrentState = new IdleState(); } if (player.state == "Walk") { player.CurrentState = new WalkState(); } if (player.state == "Run") { player.CurrentState = new RunState(); } if (player.state == "JumpForward") { player.CurrentState = new JumpForwardState(); } if (player.state == "Crouch") { player.CurrentState = new CrouchState(); } if (player.state == "Jump") { player.CurrentState = new JumpState(); } if (player.state == "Fall") { player.CurrentState = new FallState(); } if (player.state == "Block") { player.CurrentState = new BlockState(); } if (player.state == "BlockLow") { player.CurrentState = new BlockLowState(); } if (player.state == "BlockAir") { player.CurrentState = new BlockAirState(); } if (player.state == "HurtAir") { player.CurrentState = new HurtAirState(); } if (player.state == "Airborne") { player.CurrentState = new HurtAirborneState(); } if (player.state == "WallSplat") { player.CurrentState = new WallSplatState(); } if (player.state == "SoftKnockdown") { player.CurrentState = new KnockdownSoftState(); } if (player.state == "HardKnockdown") { player.CurrentState = new KnockdownHardState(); } if (player.state == "Knockback") { player.CurrentState = new KnockbackState(); } if (player.state == "WakeUp") { player.CurrentState = new WakeUpState(); } if (player.state == "Death") { player.CurrentState = new DeathState(); } if (player.state == "Taunt") { player.CurrentState = new TauntState(); } if (player.state == "BlueFrenzy") { player.CurrentState = new BlueFrenzyState(); } if (player.state == "RedFrenzy") { player.CurrentState = new RedFrenzyState(); } if (player.state == "Grab") { player.CurrentState = new GrabState(); } if (player.state == "Grabbed") { player.CurrentState = new GrabbedState(); } if (player.state == "Throw") { player.CurrentState = new ThrowState(); } if (player.state == "Shadowbreak") { player.CurrentState = new ShadowbreakState(); } } }