zombie_mp/Assets/HQ FPS Weapons/Scripts/_Events/Handlers/Player.cs
Sewmina Dilshan 68183e5317 initial
2021-08-23 13:28:33 +05:30

104 lines
2.8 KiB
C#

using UnityEngine;
namespace HQFPSWeapons
{
/// <summary>
/// Base Player Class
/// </summary>
public class Player : LivingEntity
{
public FirstPersonCamera Camera { get => m_Camera; }
// Movement
public Value<float> MovementSpeedFactor = new Value<float>(1f);
public Value<float> MoveCycle = new Value<float>();
public Message MoveCycleEnded = new Message();
// Interaction
public Value<RaycastData> RaycastData = new Value<RaycastData>(null);
public Value<bool> WantsToInteract = new Value<bool>();
/// <summary>Is there any object close to the camera? Eg. A wall</summary>
public Value<bool> ObjectInProximity = new Value<bool>();
public Activity Pause = new Activity();
public Value<bool> ViewLocked = new Value<bool>();
/// <summary></summary>
public Value<float> Stamina = new Value<float>(100f);
/// <summary></summary>
public Value<Vector2> MoveInput = new Value<Vector2>(Vector2.zero);
/// <summary></summary>
public Value<Vector2> LookInput = new Value<Vector2>(Vector2.zero);
/// <summary></summary>
public Value<float> ScrollValue = new Value<float>(0f);
/// <summary></summary>
public Value<SaveableItem> EquippedItem = new Value<SaveableItem>(null);
/// <summary></summary>
public Value<EquipmentItem> ActiveEquipmentItem = new Value<EquipmentItem>();
/// <summary>
/// <para>SavableItem - item to equip</para>
/// <para>bool - do it instantly?</para>
/// </summary>
public Attempt<SaveableItem, bool> EquipItem = new Attempt<SaveableItem, bool>();
/// <summary>
/// <para>Destroy the held item.</para>
/// float - destroy delay
/// </summary>
public Attempt<float> DestroyEquippedItem = new Attempt<float>();
public Attempt<SaveableItem> SwapItems = new Attempt<SaveableItem>();
public Attempt<SaveableItem> ItemIsSwappable = new Attempt<SaveableItem>();
/// <summary></summary>
public Attempt UseOnce = new Attempt();
/// <summary></summary>
public Attempt UseContinuously = new Attempt();
/// <summary></summary>
public Attempt ChangeFireMode = new Attempt();
/// <summary></summary>
public Attempt ChangeArms = new Attempt();
/// <summary></summary>
public Activity Walk = new Activity();
/// <summary></summary>
public Activity Run = new Activity();
/// <summary></summary>
public Activity Crouch = new Activity();
/// <summary></summary>
public Activity Jump = new Activity();
/// <summary></summary>
public Activity Aim = new Activity();
/// <summary></summary>
public Activity Reload = new Activity();
/// <summary></summary>
public Activity Healing = new Activity();
/// <summary></summary>
public Activity Swimming = new Activity();
/// <summary></summary>
public Activity OnLadder = new Activity();
[SerializeField]
private FirstPersonCamera m_Camera = null;
}
}