using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Invector { using IK; using vShooter; namespace PlayerController { public interface vILockCamera { bool LockCamera { get; set; } } } /// /// Event used to the IK Update. /// public delegate void IKUpdateEvent(); public partial interface vIShooterIKController { GameObject gameObject { get; } /// /// IK Solver used to the Left Arm /// vIKSolver LeftIK { get; } /// /// IK Solver used to the Right Arm /// vIKSolver RightIK { get; } /// /// List with all adjusts /// vWeaponIKAdjustList WeaponIKAdjustList { get; set; } /// /// Current IK with adjusts for current weapon /// vWeaponIKAdjust CurrentWeaponIK { get; } /// /// Current adjust based on /// IKAdjust CurrentIKAdjust { get; } /// /// Update for Weapon Category /// void UpdateWeaponIK(); /// /// Set Lock aiming state /// bool LockAiming { get; set; } /// /// Set Lock Hipfire aiming state /// bool LockHipFireAiming { get; set; } /// /// Current active weapon /// vShooterWeapon CurrentActiveWeapon { get; } /// /// Used to Edit Global IK Offsets in Editor /// bool EditingIKGlobalOffset {get;set;} /// /// Check if Controller is Aiming /// bool IsAiming { get; } /// /// Check if Controller is Crouching /// bool IsCrouching { get; set; } /// /// Check if a Left weapon /// bool IsLeftWeapon { get; } /// /// Aim Position /// Vector3 AimPosition { get;} /// /// Current IK adjust state /// string CurrentIKAdjustState { get;} /// /// Current IK adjust state including weapon Category separeted by @ "Category@State" /// string CurrentIKAdjustStateWithTag { get; } /// /// Check if Is using a custom ik adjust /// bool IsUsingCustomIKAdjust{ get; } /// /// Check if can use IK /// bool IsIgnoreIK { get; } /// /// Check if Support hand ik is enabled /// bool IsSupportHandIKEnabled { get; } /// /// Current custom IK adjust State /// string CustomIKAdjustState { get; } /// /// Set a custom IK state /// /// IK state name void SetCustomIKAdjustState(string value); /// /// Reset custom IK to use Default ik state /// void ResetCustomIKAdjustState(); /// /// Event called when IK is Started /// event IKUpdateEvent onStartUpdateIK; /// /// Event called when IK Update is Finished /// event IKUpdateEvent onFinishUpdateIK; } }