SanAndreasUnity/Assets/Scripts/Behaviours/Ped/States/IPedState.cs

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using UnityEngine;
namespace SanAndreasUnity.Behaviours.Peds.States
{
public interface IPedState : Utilities.IState {
/// <summary> Called at the end of Update(). </summary>
void PostUpdateState ();
//void OnCollision(Collision info);
void OnDamaged(DamageInfo info);
void OnButtonPressed(string buttonName);
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void OnFireButtonPressed();
void OnAimButtonPressed();
void OnSubmitPressed ();
void OnJumpPressed ();
void OnCrouchButtonPressed ();
void OnNextWeaponButtonPressed();
void OnPreviousWeaponButtonPressed();
void OnFlyButtonPressed();
void OnFlyThroughButtonPressed();
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void OnDrawHUD();
/// <summary> Called when server sends a message that ped state has changed. </summary>
void OnSwitchedStateByServer(byte[] data);
/// <summary> Called when state is switched on server. The returned data will be available on client
/// when the state gets activated. </summary>
byte[] GetAdditionalNetworkData();
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void OnChangedWeaponByServer(int newSlot);
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void OnWeaponFiredFromServer(Weapon weapon, Vector3 firePos);
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}
}