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 OnFireButtonPressed(); void OnAimButtonPressed(); void OnSubmitPressed (); void OnJumpPressed (); void OnCrouchButtonPressed (); void OnNextWeaponButtonPressed(); void OnPreviousWeaponButtonPressed(); void OnFlyButtonPressed(); void OnFlyThroughButtonPressed(); /// <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(); void OnChangedWeaponByServer(int newSlot); void OnWeaponFiredFromServer(Weapon weapon, Vector3 firePos); } }