2020-06-29 15:12:48 +00:00
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using SanAndreasUnity.Utilities;
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2020-05-31 17:07:22 +00:00
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using UnityEngine;
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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public interface IPedState : Utilities.IState {
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/// <summary> Called at the end of Update(). </summary>
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void PostUpdateState ();
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//void OnCollision(Collision info);
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2020-05-17 00:14:00 +00:00
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2020-02-11 16:41:59 +00:00
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void OnButtonPressed(string buttonName);
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2020-05-31 17:07:22 +00:00
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void OnFireButtonPressed();
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void OnAimButtonPressed();
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void OnSubmitPressed ();
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void OnJumpPressed ();
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void OnCrouchButtonPressed ();
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void OnNextWeaponButtonPressed();
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void OnPreviousWeaponButtonPressed();
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void OnFlyButtonPressed();
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void OnFlyThroughButtonPressed();
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2019-04-30 21:55:31 +00:00
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/// <summary> Called when server sends a message that ped state has changed. </summary>
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2019-05-25 18:16:45 +00:00
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void OnSwitchedStateByServer(byte[] data);
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/// <summary> Called when state is switched on server. The returned data will be available on client
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/// when the state gets activated. </summary>
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byte[] GetAdditionalNetworkData();
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2019-04-30 21:55:31 +00:00
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2019-07-06 22:46:47 +00:00
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void OnChangedWeaponByServer(int newSlot);
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2019-07-06 20:38:46 +00:00
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2019-07-08 14:17:55 +00:00
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void OnWeaponFiredFromServer(Weapon weapon, Vector3 firePos);
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2020-06-29 15:12:48 +00:00
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void OnDamaged(DamageInfo damageInfo);
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2020-05-31 17:07:22 +00:00
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}
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}
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