using System; using UnityEngine; public class vp_PlayerEventHandler : vp_StateEventHandler { public vp_Value IsFirstPerson; public vp_Value IsLocal; public vp_Value IsAI; public vp_Value Health; public vp_Value MaxHealth; public vp_Value Position; public vp_Value Rotation; public vp_Value BodyYaw; public vp_Value LookPoint; public vp_Value HeadLookDirection; public vp_Value AimDirection; public vp_Value MotorThrottle; public vp_Value MotorJumpDone; public vp_Value InputMoveVector; public vp_Value InputClimbVector; public vp_Activity Dead; public vp_Activity Run; public vp_Activity Jump; public vp_Activity Crouch; public vp_Activity Zoom; public vp_Activity Attack; public vp_Activity Reload; public vp_Activity Climb; public vp_Activity Interact; public vp_Activity SetWeapon; public vp_Activity OutOfControl; public vp_Message Wield; public vp_Message Unwield; public vp_Attempt Fire; public vp_Message DryFire; public vp_Attempt SetPrevWeapon; public vp_Attempt SetNextWeapon; public vp_Attempt SetWeaponByName; [Obsolete("Please use the 'CurrentWeaponIndex' vp_Value instead.")] public vp_Value CurrentWeaponID; public vp_Value CurrentWeaponIndex; public vp_Value CurrentWeaponName; public vp_Value CurrentWeaponWielded; public vp_Attempt AutoReload; public vp_Value CurrentWeaponReloadDuration; public vp_Message GetItemCount; public vp_Attempt RefillCurrentWeapon; public vp_Value CurrentWeaponAmmoCount; public vp_Value CurrentWeaponMaxAmmoCount; public vp_Value CurrentWeaponClipCount; public vp_Value CurrentWeaponType; public vp_Value CurrentWeaponGrip; public vp_Attempt AddItem; public vp_Attempt RemoveItem; public vp_Attempt DepleteAmmo; public vp_Message Move; public vp_Value Velocity; public vp_Value SlopeLimit; public vp_Value StepOffset; public vp_Value Radius; public vp_Value Height; public vp_Value FallSpeed; public vp_Message FallImpact; public vp_Message HeadImpact; public vp_Message ForceImpact; public vp_Message Stop; public vp_Value Platform; public vp_Value Interactable; public vp_Value CanInteract; public vp_Value GroundTexture; public vp_Value SurfaceType; protected override void Awake() { base.Awake(); BindStateToActivity(Run); BindStateToActivity(Jump); BindStateToActivity(Crouch); BindStateToActivity(Zoom); BindStateToActivity(Reload); BindStateToActivity(Dead); BindStateToActivity(Climb); BindStateToActivity(OutOfControl); BindStateToActivityOnStart(Attack); SetWeapon.AutoDuration = 1f; Reload.AutoDuration = 1f; Zoom.MinDuration = 0.2f; Crouch.MinDuration = 0.5f; Jump.MinPause = 0f; SetWeapon.MinPause = 0.2f; } }