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This commit is contained in:
@@ -8,17 +8,28 @@ namespace BITFALL
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public static class Player
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{
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public const string Movement =nameof(Movement);
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public const string Idle =nameof(Idle);
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public const string Run = nameof(Run);
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public const string Sprint = nameof(Sprint);
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public const string Aim = nameof(Aim);
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public const string Interactive = nameof(Interactive);
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public const string Equip = nameof(Equip);
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public const string Throw = nameof(Throw);
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public const string Fire = nameof(Fire);
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public const string Draw =nameof(Draw);
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public const string Reload = nameof(Reload);
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public const string Melee =nameof(Melee);
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public const string IsGrounded =nameof(IsGrounded);
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public const string IsCrouched =nameof(IsCrouched);
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public const string IsRunning =nameof(IsRunning);
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public const string Attack =nameof(Attack);
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public const string HeavyAttack =nameof(HeavyAttack);
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public const string Blocking =nameof(Blocking);
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public const string Dodge =nameof(Dodge);
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public const string BlockStun =nameof(BlockStun);
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public const string BlockBreak =nameof(BlockBreak);
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public const string HitStun =nameof(HitStun);
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public const string ReadyToThrow =nameof(ReadyToThrow);
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public const string Charging =nameof(Charging);
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public const string Climb =nameof(Climb);
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public const string Use = nameof(Use);
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@@ -13,6 +13,7 @@ namespace BITFALL
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public float3 pos;
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public quaternion rot;
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public float3 forward;
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public int InitialForce;
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public int startSpeed;
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public int initialDamage;
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}
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@@ -4,7 +4,6 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace BITFALL
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{
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@@ -1,7 +1,6 @@
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using BITKit;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BITFALL
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{
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public interface IEquipmentSlot
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@@ -23,7 +22,7 @@ namespace BITFALL
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[System.Serializable]
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public sealed record EquipmentAsBackpack : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsArmorPlates : EquipmentSlot { }
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public sealed record EquipmentAsArmorPlate : EquipmentSlot { }
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[System.Serializable]
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public sealed record EquipmentAsTactics : EquipmentSlot { }
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[System.Serializable]
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@@ -33,6 +32,9 @@ namespace BITFALL
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[System.Serializable]
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public sealed record EquipmentAsSlot : IProperty
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{
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[SerializeReference, SubclassSelector] public IEquipmentSlot slot;
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#if UNITY_64
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[UnityEngine.SerializeReference, SubclassSelector]
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#endif
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public IEquipmentSlot slot;
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}
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}
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@@ -3,7 +3,6 @@ using System.Collections;
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using System.Collections.Generic;
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using BITKit;
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using BITKit.Core.Entites;
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using UnityEngine;
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namespace BITFALL.Entities.Equipment
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{
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@@ -7,8 +7,11 @@ namespace BITFALL.Entities.Equipment
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{
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public interface IEntityEquipmentContainer
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{
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Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
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Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
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bool TryDeEquip<T>(T slot=default) where T : IEquipmentSlot;
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IDictionary<IEquipmentSlot, IBasicItem> Equipment { get; }
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Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
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Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
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bool TryDeEquip<T>(T slot = default) where T : IEquipmentSlot;
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bool TryUseEquip<T>(T slot = default) where T : IEquipmentSlot;
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bool TryUseEquip(IEquipmentSlot slot);
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}
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}
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11
Assets/BITFALL/Melee/IMeleeCombat.cs
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11
Assets/BITFALL/Melee/IMeleeCombat.cs
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@@ -0,0 +1,11 @@
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using System.Collections;
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using System.Collections.Generic;
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namespace BITFALL.Combat
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{
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public interface IMeleeCombat
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{
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void HitStun();
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}
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}
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@@ -7,10 +7,7 @@ namespace BITFALL.Player.Inventory
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{
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public interface IPlayerInventory
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{
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bool TryUseItem(IBasicItem item);
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event Func<IBasicItem, bool> OnUseItem;
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bool TryUseItemCustom(IBasicItem item);
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event Func<IBasicItem, bool> OnUseItemCustom;
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}
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}
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@@ -3,25 +3,26 @@ using Unity.Mathematics;
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namespace BITFALL.Player.Movement
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{
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public interface IPlayerMovementState{}
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public interface IPlayerRunState:IPlayerMovementState{}
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public interface IPlayerWalkState:IPlayerMovementState{}
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public interface IPlayerVaultState:IPlayerMovementState{}
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public interface IPlayerClimbState:IPlayerMovementState{}
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public interface IPlayerRunState{}
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public interface IPlayerWalkState{}
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public interface IPlayerVaultState{}
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public interface IPlayerClimbState{}
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public interface IPlayerLinkState : IPlayerMovementState
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public interface IPlayerLinkState
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{
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public int LinkArea { get; }
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}
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public interface IPlayerCrouchState:IPlayerMovementState{}
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public interface IPlayerSprintState:IPlayerMovementState{}
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public interface IPlayerKnockdownState:IPlayerMovementState{}
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public interface IPlayerSlideState:IPlayerMovementState{}
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public interface IPlayerParachuteState:IPlayerMovementState{}
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public interface IPlayerCrouchState{}
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public interface IPlayerSprintState{}
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public interface IPlayerKnockdownState{}
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public interface IPlayerSlideState{}
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public interface IPlayerParachuteState{}
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public interface IPlayerDodgeState{}
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/// <summary>
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/// Fixed state is a state that is not affected by movement input,like drive a car or ride a bike or sit on a chair
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/// </summary>
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public interface IPlayerFixedState : IPlayerMovementState
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public interface IPlayerFixedState
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{
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public object FixedObject { get; }
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public float3 FixedPosition { get; }
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17
Assets/BITFALL/Props/BITFALL.Props.asmdef
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17
Assets/BITFALL/Props/BITFALL.Props.asmdef
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@@ -0,0 +1,17 @@
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{
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"name": "BITFALL.Props",
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"rootNamespace": "",
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"references": [
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"GUID:14fe60d984bf9f84eac55c6ea033a8f4",
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"GUID:f6155d9ae143f3949ac54e8355593d6c"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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