public void Exit() { if (_ScoreWhole == true) { State_Exit.Additional_score(3000); State_Exit._rogo_flag = true; Change_state(PoseState.Move); } else if (_ScoreUpper == true) { State_Exit.Additional_score(45); State_Exit._rogo_flag = true; Change_state(PoseState.Move); } else if (_ScoreLower == true) { State_Exit.Additional_score(45); State_Exit._rogo_flag = true; Change_state(PoseState.Move); } }
void StatePose() { switch (_Pose) { case PoseState.None: _ScoreWhole = false; _ScoreUpper = false; _ScoreLower = false; break; case PoseState.Pose_of_Turbulent_hawk: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(3000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(40); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(25); } break; case PoseState.Muay_thai: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(2000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(30); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(25); } break; case PoseState.Open_leg: if (_ScoreWhole == true) { _Pose = PoseState.None; State_openLeg.Additional_score(2500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; State_openLeg.Additional_score(35); } else if (_ScoreLower == true) { _Pose = PoseState.None; State_openLeg.Additional_score(50); } break; case PoseState.Shico: if (_ScoreWhole == true) { _Pose = PoseState.None; State_Shiko.Additional_score(3000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; State_Shiko.Additional_score(60); } else if (_ScoreLower == true) { _Pose = PoseState.None; State_Shiko.Additional_score(40); } break; case PoseState.Eiffel_Tower: if (_ScoreWhole == true) { _Pose = PoseState.None; State_Eiffelt.Additional_score(1500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; State_Eiffelt.Additional_score(35); } else if (_ScoreLower == true) { _Pose = PoseState.None; State_Eiffelt.Additional_score(40); } break; case PoseState.Banana: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(1500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(20); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(25); } break; case PoseState.AlphaF: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(3000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(45); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(45); } break; case PoseState.AlphaH: if (_ScoreWhole == true) { _Pose = PoseState.None; State_H.Additional_score(2500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; State_H.Additional_score(50); } else if (_ScoreLower == true) { _Pose = PoseState.None; State_H.Additional_score(50); } break; case PoseState.AlphaJ: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(2000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(35); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(25); } break; case PoseState.AlphaK: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(2500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(40); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(40); } break; case PoseState.AlphaN: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(4000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(60); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(60); } break; case PoseState.AlphaR: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(3500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(40); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(40); } break; case PoseState.AlphaU: if (_ScoreWhole == true) { _Pose = PoseState.None; State_U.Additional_score(3500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; State_U.Additional_score(70); } else if (_ScoreLower == true) { _Pose = PoseState.None; State_U.Additional_score(70); } break; case PoseState.AlphaX: if (_ScoreWhole == true) { _Pose = PoseState.None; State_X.Additional_score(2000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; State_X.Additional_score(40); } else if (_ScoreLower == true) { _Pose = PoseState.None; State_X.Additional_score(40); } break; case PoseState.Yoga_1: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(5000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(20); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(15); } break; case PoseState.Yoga_2: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(1000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(35); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(40); } break; case PoseState.Yoga_3: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(8500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(85); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(85); } break; case PoseState.Bodybuilding: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(1500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(20); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(10); } break; case PoseState.Frog: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(2500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(50); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(50); } break; case PoseState.Gymnastics: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(2000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(45); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(45); } break; case PoseState.Exit: if (_ScoreWhole == true) { _Pose = PoseState.None; State_Exit.Additional_score(3000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; State_Exit.Additional_score(45); } else if (_ScoreLower == true) { _Pose = PoseState.None; State_Exit.Additional_score(45); } break; case PoseState.Sophomoric_1: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(2000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(30); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(20); } break; case PoseState.Sophomoric_2: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(2500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(45); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(20); } break; case PoseState.Conveni: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(3500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(30); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(50); } break; case PoseState.Yell: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(2000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(20); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(40); } break; case PoseState.Bend_forward: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(5000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(70); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(60); } break; case PoseState.Big: if (_ScoreWhole == true) { _Pose = PoseState.None; State_Big.Additional_score(2500); } else if (_ScoreUpper == true) { _Pose = PoseState.None; State_Big.Additional_score(50); } else if (_ScoreLower == true) { _Pose = PoseState.None; State_Big.Additional_score(40); } break; case PoseState.Race_walking: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(3000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(45); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(20); } break; case PoseState.Happy: if (_ScoreWhole == true) { _Pose = PoseState.None; State_Happy.Additional_score(2000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; State_Happy.Additional_score(55); } else if (_ScoreLower == true) { _Pose = PoseState.None; State_Happy.Additional_score(25); } break; case PoseState.Deformed: if (_ScoreWhole == true) { _Pose = PoseState.None; //Additional_score(1000); } else if (_ScoreUpper == true) { _Pose = PoseState.None; //Additional_score(1); } else if (_ScoreLower == true) { _Pose = PoseState.None; //Additional_score(1); } break; } }