56 lines
1.3 KiB
C#
56 lines
1.3 KiB
C#
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{}
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public interface IPlayerWalkState{}
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public interface IPlayerCrawlState{}
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public interface IPlayerVaultState
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{
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bool ManualCancel();
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}
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public interface IPlayerClimbState
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{
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bool ManualCancel();
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}
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public interface IPlayerEdgeClimbState
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{
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public int Phase { get; set; }
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float3 CurrentPoint { get; }
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float3 NextPoint { get; }
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bool ManualCancel();
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float3[] ClosestPoint { get; }
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}
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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{}
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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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{
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bool ManualCancel();
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}
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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
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{
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public object FixedObject { get; }
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public float3 FixedPosition { get; }
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public quaternion FixedRotation { get; }
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public float3 FixedLocalPosition { get; }
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public quaternion FixedLocalRotation { get; }
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}
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public interface IPlayerAnimationState{}
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} |