Files
Darklings-FightingGame/Assets/_Project/Scripts/SimulationScripts/StateSimulation.cs
2023-01-15 01:54:52 +02:00

133 lines
3.5 KiB
C#

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();
}
}
}