Files
BITFALL/Assets/BITFALL/Player/Movement/PlayerMovementStates.cs
CortexCore e04ca0593e 1
2024-04-26 03:55:43 +08:00

56 lines
1.3 KiB
C#

using Unity.Mathematics;
namespace BITFALL.Player.Movement
{
public interface IPlayerMovementState{}
public interface IPlayerRunState{}
public interface IPlayerWalkState{}
public interface IPlayerCrawlState{}
public interface IPlayerVaultState
{
bool ManualCancel();
}
public interface IPlayerClimbState
{
bool ManualCancel();
}
public interface IPlayerEdgeClimbState
{
public int Phase { get; set; }
float3 CurrentPoint { get; }
float3 NextPoint { get; }
bool ManualCancel();
float3[] ClosestPoint { get; }
}
public interface IPlayerLinkState
{
public int LinkArea { get; }
}
public interface IPlayerCrouchState{}
public interface IPlayerSprintState{}
public interface IPlayerKnockdownState{}
public interface IPlayerSlideState{}
public interface IPlayerParachuteState{}
public interface IPlayerDodgeState
{
bool ManualCancel();
}
/// <summary>
/// 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
/// </summary>
public interface IPlayerFixedState
{
public object FixedObject { get; }
public float3 FixedPosition { get; }
public quaternion FixedRotation { get; }
public float3 FixedLocalPosition { get; }
public quaternion FixedLocalRotation { get; }
}
public interface IPlayerAnimationState{}
}