projectEli/Assets/NeoFPS/Core/Weapons/ModularFirearm/IModularFirearm.cs

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2022-11-07 01:28:33 +00:00
using UnityEngine;
using System.Collections.Generic;
using System;
using UnityEngine.Events;
namespace NeoFPS.ModularFirearms
{
public enum FirearmDelayType
{
None,
ElapsedTime,
ExternalTrigger
}
public interface IModularFirearm
{
ICharacter wielder { get; }
Animator animator { get; }
ITrigger trigger { get; }
IShooter shooter { get; }
IAmmo ammo { get; }
IReloader reloader { get; }
IAimer aimer { get; }
IEjector ejector { get; }
IMuzzleEffect muzzleEffect { get; }
IRecoilHandler recoilHandler { get; }
string mode { get; }
void SetTrigger (ITrigger to);
void SetShooter (IShooter to);
void SetAmmo (IAmmo to);
void SetReloader (IReloader to);
void SetAimer (IAimer to);
void SetEjector (IEjector to);
void SetMuzzleEffect (IMuzzleEffect to);
void SetHandling(IRecoilHandler to);
event UnityAction<ICharacter> onWielderChanged;
event UnityAction<IModularFirearm, ITrigger> onTriggerChange;
event UnityAction<IModularFirearm, IShooter> onShooterChange;
event UnityAction<IModularFirearm, IAmmo> onAmmoChange;
event UnityAction<IModularFirearm, IReloader> onReloaderChange;
event UnityAction<IModularFirearm, IAimer> onAimerChange;
event UnityAction<IModularFirearm, string> onModeChange;
void SetRecoilMultiplier (float move, float rotation);
void HideGeometry ();
void ShowGeometry ();
bool Reload ();
void AddTriggerBlocker(UnityEngine.Object o);
void RemoveTriggerBlocker(UnityEngine.Object o);
void PlaySound(AudioClip clip, float volume = 1f);
ToggleOrHold aimToggleHold { get; }
FirearmDelayType raiseDelayType { get; }
void ManualWeaponRaised ();
IModularFirearmModeSwitcher modeSwitcher { get; set; }
void SwitchMode ();
GameObject gameObject { get; }
Transform transform { get; }
T GetComponent<T>();
T GetComponentInChildren<T>();
T GetComponentInChildren<T>(bool includeInactive);
T GetComponentInParent<T>();
// Implement optional (default off) delay to lower current weapon when switching
// FirearmDelayType lowerDelayType { get; }
// void ManualWeaponLowered ();
}
}