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- 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;
- }
- }
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