Example #1
0
 public void Happy()
 {
     if (_ScoreWhole == true)
     {
         State_Happy.Additional_score(2000);
         Change_state(PoseState.Move);
     }
     else if (_ScoreUpper == true)
     {
         State_Happy.Additional_score(55);
         Change_state(PoseState.Move);
     }
     else if (_ScoreLower == true)
     {
         State_Happy.Additional_score(25);
         Change_state(PoseState.Move);
     }
 }
Example #2
0
    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;
        }
    }