> For the complete documentation index, see [llms.txt](https://cowsinss-organization.gitbook.io/fps-engine-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://cowsinss-organization.gitbook.io/fps-engine-documentation/content/03.-content/03.3-player/player-states/playerstates.md).

# PlayerStates

Allows the player to utilize and access the Player States.

### Functions and Accessors | PlayerStates.cs&#x20;

> <mark style="color:orange;">CurrentState ( PlayerBaseState ) / Public get / Private set</mark>
>
> Returns the current state of the state machine ( which inherits from PlayerBaseState )

> <mark style="color:orange;">\_States ( PlayerStateFactory ) / Public get / Private set</mark>
>
> Returns[ ](#playerbasestate.cs)all the PlayerStates.

> <mark style="color:green;">ForceChangeState(PlayerBaseState newState)</mark>
>
> Forces the state machine to switch states.

{% hint style="info" %}
Take a look at an example of implementation for <mark style="color:green;">ForceChangeState</mark> ( Assuming you previously have a reference for PlayerStates )
{% endhint %}

```csharp
PlayerBaseState myNewState = playerStates._States.Default();
playerStates.ForceChangeState(myNewState);
```
