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