50 lines
2.5 KiB
C#
50 lines
2.5 KiB
C#
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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 KinematicCharacterController
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{
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public interface ICharacterController
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{
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/// <summary>
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/// This is called when the motor wants to know what its rotation should be right now
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/// </summary>
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void UpdateRotation(ref Quaternion currentRotation, float deltaTime);
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/// <summary>
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/// This is called when the motor wants to know what its velocity should be right now
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/// </summary>
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void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime);
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/// <summary>
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/// This is called before the motor does anything
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/// </summary>
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void BeforeCharacterUpdate(float deltaTime);
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/// <summary>
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/// This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling
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/// </summary>
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void PostGroundingUpdate(float deltaTime);
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/// <summary>
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/// This is called after the motor has finished everything in its update
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/// </summary>
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void AfterCharacterUpdate(float deltaTime);
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/// <summary>
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/// This is called after when the motor wants to know if the collider can be collided with (or if we just go through it)
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/// </summary>
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bool IsColliderValidForCollisions(Collider coll);
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/// <summary>
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/// This is called when the motor's ground probing detects a ground hit
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/// </summary>
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void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport);
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/// <summary>
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/// This is called when the motor's movement logic detects a hit
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/// </summary>
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void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport);
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/// <summary>
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/// This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking
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/// </summary>
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void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport);
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/// <summary>
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/// This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving)
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/// </summary>
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void OnDiscreteCollisionDetected(Collider hitCollider);
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}
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}
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