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

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2022-11-07 01:28:33 +00:00
using UnityEngine;
using UnityEngine.Events;
namespace NeoFPS
{
public interface IStaminaSystem
{
float stamina { get; }
float maxStamina { get; set; }
float staminaRefreshRate { get; set; }
float staminaNormalised { get; }
bool isExhausted { get; }
event UnityAction onStaminaChanged;
void AddStaminaDrain(StaminaDrainDelegate drain);
void RemoveStaminaDrain(StaminaDrainDelegate drain);
void SetStamina(float amount, bool normalised = false);
void IncrementStamina(float amount, bool isFactor = false);
void DecrementStamina(float amount, bool isFactor = false);
}
/// <summary>
/// A callback used to apply stamina drains for a stamina system
/// </summary>
/// <param name="system">The stamina system the drain is applied to.</param>
/// <param name="modifiedStamina">The current stamina. This can differ from the `system.stamina` value as refresh and drains are applied.</param>
/// <returns>The amount of stamina to subtract (should take time into account).</returns>
public delegate float StaminaDrainDelegate(IStaminaSystem system, float modifiedStamina);
}