CapersProject/Assets/02.Scripts/Character/Player/Tycoon/State/WalkingState.cs

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using BlueWater.Interfaces;
namespace BlueWater.Players.Tycoons
{
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public class WalkingStateMachine : IStateMachine<TycoonPlayer>
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{
public void EnterState(TycoonPlayer character)
{
character.SpineController.PlayAnimation(TycoonPlayerSpineAnimation.Walking, true);
}
public void UpdateState(TycoonPlayer character)
{
if (character.TycoonMovement.IsMoving)
{
if (character.TycoonPickupHandler.IsPickedUpCocktail())
{
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character.TransitionToState(character.ServingStateMachine);
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}
}
else if (character.IsMakingCocktail)
{
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character.TransitionToState(character.MakingCocktailStateMachine);
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}
else if (character.IsCleaningFloor)
{
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character.TransitionToState(character.CleaningFloorStateMachine);
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}
else if (character.IsCleaningTable)
{
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character.TransitionToState(character.CleaningTableStateMachine);
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}
else if (!character.TycoonMovement.IsMoving)
{
character.TransitionToState(character.TycoonPickupHandler.IsPickedUpCocktail()
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? character.ServingIdleStateMachine
: character.IdleStateMachine);
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}
}
public void ExitState(TycoonPlayer character)
{
}
}
}