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