projectEli/Assets/NeoFPS/Core/Character/ICharacter.cs

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2022-11-07 01:28:33 +00:00
using System;
using UnityEngine;
using NeoCC;
using NeoFPS.CharacterMotion;
namespace NeoFPS
{
public interface ICharacter
{
event CharacterDelegates.OnControllerChange onControllerChanged;
event CharacterDelegates.OnIsAliveChange onIsAliveChanged;
IController controller { get; set; }
FirstPersonCameraBase fpCamera { get; }
IMotionController motionController { get; }
IAimController aimController { get; }
ICharacterAudioHandler audioHandler { get; }
AdditiveTransformHandler headTransformHandler { get; }
AdditiveTransformHandler bodyTransformHandler { get; }
IInventory inventory { get; }
IQuickSlots quickSlots { get; }
bool isAlive { get; }
bool isPlayerControlled { get; }
bool isLocalPlayerControlled { get; }
bool isRemotePlayerControlled { get; }
void Kill ();
event CharacterDelegates.OnHitTarget onHitTarget;
void ReportTargetHit(bool critical);
// Add monobehaviour methods to remove need for casting if required
GameObject gameObject { get; }
Transform transform { get; }
T GetComponent<T> ();
T GetComponentInChildren<T> ();
T GetComponentInParent<T> ();
T[] GetComponents<T> ();
T[] GetComponentsInChildren<T> (bool includeInactive = false);
T[] GetComponentsInParent<T> (bool includeInactive = false);
Component GetComponent(Type t);
Component GetComponentInChildren(Type t);
Component GetComponentInParent(Type t);
Component[] GetComponents(Type t);
Component[] GetComponentsInChildren(Type t, bool includeInactive = false);
Component[] GetComponentsInParent(Type t, bool includeInactive = false);
}
public static class CharacterDelegates
{
public delegate void OnControllerChange (ICharacter character, IController controller);
public delegate void OnIsAliveChange (ICharacter character, bool alive);
public delegate void OnHitTarget(ICharacter character, bool critical);
}
}