metaforce/Runtime/Character/CharacterCommon.cpp

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#include "CharacterCommon.hpp"
using namespace std::literals;
namespace metaforce::pas {
std::string_view AnimationStateToStr(EAnimationState state) {
switch (state) {
case EAnimationState::Invalid:
return "Invalid"sv;
case EAnimationState::Fall:
return "Fall"sv;
case EAnimationState::Getup:
return "Getup"sv;
case EAnimationState::LieOnGround:
return "LieOnGround"sv;
case EAnimationState::Step:
return "Step"sv;
case EAnimationState::Death:
return "Death"sv;
case EAnimationState::Locomotion:
return "Locomotion"sv;
case EAnimationState::KnockBack:
return "KnockBack"sv;
case EAnimationState::MeleeAttack:
return "MeleeAttack"sv;
case EAnimationState::Turn:
return "Turn"sv;
case EAnimationState::LoopAttack:
return "LoopAttack"sv;
case EAnimationState::LoopReaction:
return "LoopReaction"sv;
case EAnimationState::GroundHit:
return "GroundHit"sv;
case EAnimationState::Generate:
return "Generate"sv;
case EAnimationState::Jump:
return "Jump"sv;
case EAnimationState::Hurled:
return "Hurled"sv;
case EAnimationState::Slide:
return "Slide"sv;
case EAnimationState::Taunt:
return "Taunt"sv;
case EAnimationState::Scripted:
return "Scripted"sv;
case EAnimationState::ProjectileAttack:
return "ProjectileAttack"sv;
case EAnimationState::Cover:
return "Cover"sv;
case EAnimationState::WallHang:
return "WallHang"sv;
case EAnimationState::AdditiveIdle:
return "AdditiveIdle"sv;
case EAnimationState::AdditiveAim:
return "AdditiveAim"sv;
case EAnimationState::AdditiveFlinch:
return "AdditiveFlinch"sv;
case EAnimationState::AdditiveReaction:
return "AdditiveReaction"sv;
default:
return "[unknown]";
}
}
} // namespace metaforce::pas