using UnityEngine; namespace NeoFPS { public interface IDamageHandler { DamageFilter inDamageFilter { get; set; } DamageResult AddDamage(float damage); DamageResult AddDamage(float damage, RaycastHit hit); DamageResult AddDamage(float damage, IDamageSource source); DamageResult AddDamage(float damage, RaycastHit hit, IDamageSource source); } public enum DamageResult { Standard, Critical, Ignored, Blocked } }