using UnityEngine; namespace Moonlit.FootstepPro { [AddComponentMenu("FootprintSystem/Standard Controller")] public class StandardController : IFootstepController { public override void Callback(RaycastHit hitInfo, FootInfo foot) { SurfaceType surfaceType = GetSurfaceType(hitInfo); if (surfaceType.AllowsFootprints) { GameObject prefab = GetPrefab(surfaceType, foot); if (!(prefab == null)) { Vector3 standardPosition = GetStandardPosition(hitInfo); Quaternion standardRotation = GetStandardRotation(hitInfo, foot); GameObject gameObject = Object.Instantiate(prefab, standardPosition, standardRotation); } } } } }