BITFALL/Assets/Artists/Scripts/Player/CharacterControllerPro/PlayerCharacterState.cs

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using BITKit.Entities;
using BITKit.StateMachine;
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using Lightbug.CharacterControllerPro.Core;
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using UnityEngine;
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namespace BITFALL.Entities.Player.Movement.States
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{
public abstract class PlayerCharacterState : IEntityMovementState
{
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[SerializeField] protected PlayerCharacterController characterController;
[SerializeField] protected CharacterActor actor;
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public bool Enabled { get; set; }
public virtual void Initialize()
{
}
public virtual void OnStateEntry(IState old)
{
}
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public virtual void OnStateUpdate(float deltaTime)
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{
}
public virtual void OnStateExit(IState old, IState newState)
{
}
public virtual void UpdateVelocity(ref Vector3 currentVelocity,float deltaTime)
{
}
public virtual void UpdateRotation(ref Quaternion currentRotation,float deltaTime)
{
}
public virtual void BeforeUpdateMovement(float deltaTime)
{
}
public virtual void AfterUpdateMovement(float deltaTime)
{
}
public virtual void ExecuteCommand<T>(T command)
{
}
}
}