mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-18 08:23:08 +00:00
38 lines
1 KiB
C#
38 lines
1 KiB
C#
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();
|
|
|
|
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();
|
|
|
|
void OnChangedWeaponByServer(int newSlot);
|
|
|
|
void OnWeaponFiredFromServer(Weapon weapon, Vector3 firePos);
|
|
|
|
}
|
|
|
|
}
|