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; }
}//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; } }
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; } }
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; } }