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