Files
Darklings-FightingGame/Assets/_Project/Scripts/SimulationScripts/StateSimulation.cs
David Kalatzis e49361f509 Add prejump
2023-04-22 03:46:41 +03:00

77 lines
3.2 KiB
C#

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();
}
}