public void RestoreStates(MarioState.ActionType actionType, MarioState.PowerType powerType, bool isFire, bool thorwBullet, bool jumpTwice) { Mario.ThrowBullet = thorwBullet; Mario.JumpTwice = jumpTwice; switch (actionType) { case MarioState.ActionType.Crouch: Mario.ChangeToCrouch(); break; case MarioState.ActionType.Fall: Mario.ChangeToFalling(); break; case MarioState.ActionType.Idle: Mario.ChangeToIdle(); break; case MarioState.ActionType.Jump: Mario.ChangeToJump(Parameters.Velocity.Y); break; case MarioState.ActionType.Walk: Mario.ChangeToWalk(); break; case MarioState.ActionType.Other: Mario.MarioState.ChangeToDied(); break; default: break; } switch (powerType) { case MarioState.PowerType.Died: Mario.MarioState.ChangeToDied(); break; case MarioState.PowerType.Super: if (isFire) { Mario.MarioState.ChangeToFire(); } else { Mario.MarioState.ChangeToSuper(); } break; default: break; //Mario default powerType is Standard. } }
public void Up(Mario mario) { mario.ChangeToJump(Mario.YVelocity); }