49 lines
1018 B
C#
49 lines
1018 B
C#
using BITKit.Entities;
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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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{
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public abstract class PlayerCharacterState : IEntityMovementState
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{
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[SerializeField] protected PlayerCharacterController characterController;
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[SerializeField] protected CharacterActor actor;
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public bool Enabled { get; set; }
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public virtual void Initialize()
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{
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}
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public virtual void OnStateEntry(IState old)
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{
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}
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public virtual void OnStateUpdate(float deltaTime)
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{
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}
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public virtual void OnStateExit(IState old, IState newState)
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{
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}
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public virtual void UpdateVelocity(ref Vector3 currentVelocity,float deltaTime)
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{
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}
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public virtual void UpdateRotation(ref Quaternion currentRotation,float deltaTime)
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{
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}
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public virtual void BeforeUpdateMovement(float deltaTime)
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{
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}
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public virtual void AfterUpdateMovement(float deltaTime)
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{
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}
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public virtual void ExecuteCommand<T>(T command)
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{
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}
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}
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}
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