Beispiel #1
0
 public PlayerLogic(int id, string name) {
     this.name = name;
     this.id = id;
     this.hand = new List<bool>();
     this.role = ROLES.Liberal;
     this.playerState = PLAYERSTATES.Idle;
     this.isDead = false;
 }
Beispiel #2
0
    }//end update

    public void SetState(PLAYERSTATES newState)
    {
        switch (newState)
        {
        case PLAYERSTATES.RUNNING:

            switch (_state)
            {
            case PLAYERSTATES.RUNNING:

                break;

            case PLAYERSTATES.JUMPING:
                _transform.rotation = Quaternion.identity;
                _state = PLAYERSTATES.RUNNING;
                break;

            case PLAYERSTATES.FALLING:
                _transform.rotation = Quaternion.identity;
                _state = PLAYERSTATES.RUNNING;
                break;

            case PLAYERSTATES.CINEMATIC:
                _state = PLAYERSTATES.RUNNING;
                break;

            default:
                _transform.rotation = Quaternion.identity;
                _state = PLAYERSTATES.RUNNING;
                break;
            }

            break;

        case PLAYERSTATES.JUMPING:

            switch (_state)
            {
            case PLAYERSTATES.RUNNING:
                _state = PLAYERSTATES.JUMPING;
                break;

            case PLAYERSTATES.JUMPING:
                break;

            case PLAYERSTATES.FALLING:
                _state = PLAYERSTATES.JUMPING;
                break;

            case PLAYERSTATES.CINEMATIC:
                _state = PLAYERSTATES.JUMPING;
                break;

            default:
                _state = PLAYERSTATES.JUMPING;
                break;
            }

            break;

        case PLAYERSTATES.FALLING:

            switch (_state)
            {
            case PLAYERSTATES.RUNNING:
                _state = PLAYERSTATES.FALLING;
                break;

            case PLAYERSTATES.JUMPING:
                _state = PLAYERSTATES.FALLING;
                break;

            case PLAYERSTATES.FALLING:

                break;

            case PLAYERSTATES.CINEMATIC:
                _state = PLAYERSTATES.FALLING;
                break;

            default:
                _state = PLAYERSTATES.FALLING;
                break;
            }

            break;

        case PLAYERSTATES.CINEMATIC:

            switch (_state)
            {
            case PLAYERSTATES.RUNNING:
                _state = PLAYERSTATES.CINEMATIC;
                break;

            case PLAYERSTATES.JUMPING:
                _state = PLAYERSTATES.CINEMATIC;
                break;

            case PLAYERSTATES.FALLING:
                _state = PLAYERSTATES.CINEMATIC;
                break;

            case PLAYERSTATES.CINEMATIC:
                break;

            default:
                _state = PLAYERSTATES.CINEMATIC;
                break;
            }

            break;

        default:

            _state = PLAYERSTATES.RUNNING;

            break;
        }
    }
Beispiel #3
0
    public void SetState(PLAYERSTATES newState)
    {
        switch(newState)
        {
            case PLAYERSTATES.MOVING:

                switch(_state)
                {
                    case PLAYERSTATES.MOVING:

                    break;

                    case PLAYERSTATES.IDLE:

                        _state = PLAYERSTATES.MOVING;

                    break;

                    case PLAYERSTATES.CINEMATIC:
                        _state = PLAYERSTATES.MOVING;
                    break;

                    default:
                        _state = PLAYERSTATES.MOVING;
                    break;
                }

            break;

            case PLAYERSTATES.IDLE:

                switch(_state)
                {
                    case PLAYERSTATES.MOVING:
                        _state = PLAYERSTATES.IDLE;
                    break;

                    case PLAYERSTATES.CINEMATIC:
                        _state = PLAYERSTATES.IDLE;
                    break;

                    case PLAYERSTATES.IDLE:
                        _state = PLAYERSTATES.IDLE;
                    break;

                    default:
                        _state = PLAYERSTATES.IDLE;
                    break;
                }

            break;

            case PLAYERSTATES.CINEMATIC:

                switch(_state)
                {
                    case PLAYERSTATES.MOVING:
                        _state = PLAYERSTATES.CINEMATIC;
                    break;

                    case PLAYERSTATES.IDLE:
                        _state = PLAYERSTATES.CINEMATIC;
                    break;

                    case PLAYERSTATES.CINEMATIC:
                    break;

                    default:
                        _state = PLAYERSTATES.CINEMATIC;
                    break;
                }

            break;

            default:

                _state = PLAYERSTATES.MOVING;

            break;
        }
    }
Beispiel #4
0
    public void SetState(PLAYERSTATES newState)
    {
        switch(newState)
        {
            case PLAYERSTATES.RUNNING:

                switch(_state)
                {
                    case PLAYERSTATES.RUNNING:

                    break;

                    case PLAYERSTATES.JUMPING:
                        _transform.rotation = Quaternion.identity;
                        _state = PLAYERSTATES.RUNNING;
                    break;

                    case PLAYERSTATES.FALLING:
                        _transform.rotation = Quaternion.identity;
                        _state = PLAYERSTATES.RUNNING;
                    break;

                    case PLAYERSTATES.CINEMATIC:
                        _state = PLAYERSTATES.RUNNING;
                    break;

                    default:
                        _transform.rotation = Quaternion.identity;
                        _state = PLAYERSTATES.RUNNING;
                    break;
                }

            break;

            case PLAYERSTATES.JUMPING:

                switch(_state)
                {
                    case PLAYERSTATES.RUNNING:
                        _state = PLAYERSTATES.JUMPING;
                    break;

                    case PLAYERSTATES.JUMPING:
                    break;

                    case PLAYERSTATES.FALLING:
                        _state = PLAYERSTATES.JUMPING;
                    break;

                    case PLAYERSTATES.CINEMATIC:
                        _state = PLAYERSTATES.JUMPING;
                    break;

                    default:
                        _state = PLAYERSTATES.JUMPING;
                    break;
                }

            break;

            case PLAYERSTATES.FALLING:

                switch(_state)
                {
                    case PLAYERSTATES.RUNNING:
                        _state = PLAYERSTATES.FALLING;
                    break;

                    case PLAYERSTATES.JUMPING:
                        _state = PLAYERSTATES.FALLING;
                    break;

                    case PLAYERSTATES.FALLING:

                    break;

                    case PLAYERSTATES.CINEMATIC:
                        _state = PLAYERSTATES.FALLING;
                    break;

                    default:
                        _state = PLAYERSTATES.FALLING;
                    break;
                }

            break;

            case PLAYERSTATES.CINEMATIC:

                switch(_state)
                {
                    case PLAYERSTATES.RUNNING:
                        _state = PLAYERSTATES.CINEMATIC;
                    break;

                    case PLAYERSTATES.JUMPING:
                        _state = PLAYERSTATES.CINEMATIC;
                    break;

                    case PLAYERSTATES.FALLING:
                        _state = PLAYERSTATES.CINEMATIC;
                    break;

                    case PLAYERSTATES.CINEMATIC:
                    break;

                    default:
                        _state = PLAYERSTATES.CINEMATIC;
                    break;
                }

            break;

            default:

                _state = PLAYERSTATES.RUNNING;

            break;
        }
    }