Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/vp_PlayerEventHandler.cs
2026-02-21 16:45:37 +08:00

157 lines
3.0 KiB
C#

using System;
using UnityEngine;
public class vp_PlayerEventHandler : vp_StateEventHandler
{
public vp_Value<bool> IsFirstPerson;
public vp_Value<bool> IsLocal;
public vp_Value<bool> IsAI;
public vp_Value<float> Health;
public vp_Value<float> MaxHealth;
public vp_Value<Vector3> Position;
public vp_Value<Vector2> Rotation;
public vp_Value<float> BodyYaw;
public vp_Value<Vector3> LookPoint;
public vp_Value<Vector3> HeadLookDirection;
public vp_Value<Vector3> AimDirection;
public vp_Value<Vector3> MotorThrottle;
public vp_Value<bool> MotorJumpDone;
public vp_Value<Vector2> InputMoveVector;
public vp_Value<float> 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<int> SetWeapon;
public vp_Activity OutOfControl;
public vp_Message<int> Wield;
public vp_Message Unwield;
public vp_Attempt Fire;
public vp_Message DryFire;
public vp_Attempt SetPrevWeapon;
public vp_Attempt SetNextWeapon;
public vp_Attempt<string> SetWeaponByName;
[Obsolete("Please use the 'CurrentWeaponIndex' vp_Value instead.")]
public vp_Value<int> CurrentWeaponID;
public vp_Value<int> CurrentWeaponIndex;
public vp_Value<string> CurrentWeaponName;
public vp_Value<bool> CurrentWeaponWielded;
public vp_Attempt AutoReload;
public vp_Value<float> CurrentWeaponReloadDuration;
public vp_Message<string, int> GetItemCount;
public vp_Attempt RefillCurrentWeapon;
public vp_Value<int> CurrentWeaponAmmoCount;
public vp_Value<int> CurrentWeaponMaxAmmoCount;
public vp_Value<int> CurrentWeaponClipCount;
public vp_Value<int> CurrentWeaponType;
public vp_Value<int> CurrentWeaponGrip;
public vp_Attempt<object> AddItem;
public vp_Attempt<object> RemoveItem;
public vp_Attempt DepleteAmmo;
public vp_Message<Vector3> Move;
public vp_Value<Vector3> Velocity;
public vp_Value<float> SlopeLimit;
public vp_Value<float> StepOffset;
public vp_Value<float> Radius;
public vp_Value<float> Height;
public vp_Value<float> FallSpeed;
public vp_Message<float> FallImpact;
public vp_Message<float> HeadImpact;
public vp_Message<Vector3> ForceImpact;
public vp_Message Stop;
public vp_Value<Transform> Platform;
public vp_Value<vp_Interactable> Interactable;
public vp_Value<bool> CanInteract;
public vp_Value<Texture> GroundTexture;
public vp_Value<vp_SurfaceIdentifier> 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;
}
}