using UnityEngine; public class StateSimulation { public static void SetState(PlayerNetwork player) { if (player.state != "Run") player.CurrentState.Exit(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 == "PreJump") player.CurrentState = new PreJumpState(); 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 == "GiveUp") player.CurrentState = new GiveUpState(); 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(); } }