quality-control/Assets/Plugins/Interaction/Runtime/Core/InteractionInterfaces.cs

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using UnityEngine;
namespace Nothke.Interaction
{
public interface IScrollInteractable
{
void Scroll(InteractionController im, float scroll);
}
[System.Obsolete("Use ICanInteract instead")]
public interface ISelectiveInteractable
{
bool CanInteract { get; }
}
public interface ICanInteract
{
bool CanInteract(InteractionController controller);
}
}
namespace Nothke.Interaction.Items
{
public interface IUsable
{
void Use();
}
public interface IHoldUsable
{
void UseEnd();
}
public interface IScrollableInHand
{
void ScrollInHand(float scroll);
}
public interface ISecondaryUsable
{
bool AllowExamination { get; }
void UseSecondary();
}
public interface ITakeable
{
Transform Transform { get; }
Rigidbody Rigidbody { get; }
void OnTaken(IHands hands);
}
public interface ICustomHoldPivot
{
void GetHoldPivot(out Vector3 holdPos, out Quaternion holdRot);
}
public interface IHands
{
Interactable item { get; }
void Take(ITakeable _item);
void Drop();
void DropFixed();
void UpdateInteraction();
bool isFixed { get; set; }
void Place(Vector3 position, Quaternion rotation, Transform relativeParent, IItemReceivable intoSlot = null);
InteractionController controller { get; set; }
}
public interface ISelectiveTakeable
{
bool CanBeTaken();
}
public interface IDroppable
{
Transform Transform { get; }
Rigidbody Rigidbody { get; }
void OnDropped(IHands hands);
bool DelayDrop { get; }
}
public interface IThrowable
{
Rigidbody Rigidbody { get; }
bool canThrow { get; }
float minThrowAcceleration { get; }
float maxThrowAcceleration { get; }
void OnDropped(IHands hands);
}
public interface INicePlaceable
{
void GetPlacePivot(out Vector3 placePos, out Quaternion placeRot);
void OnStartedPlacing(IHands hands);
void OnNicePlaced(IHands hands);
}
public interface IExaminable
{
float HorizontalAngle { get; }
float VerticalAngle { get; }
}
public interface ICustomExaminePosition
{
Vector3 ExaminePosition { get; }
}
public interface ICustomHandPosition
{
Vector3 HandsOffset { get; }
}
/// <summary>
/// Sets position of held hand
/// </summary>
public interface IOverrideHandPositon
{
Vector3 HandPosition { get; }
}
/// <summary>
/// Adds offset translation to held hand
/// </summary>
public interface IOffsetHandPosition
{
Vector3 HandPositionOffset { get; }
}
/// <summary>
/// Implement this if you want to prevent held items interacting with other (environment) interactables
/// </summary>
public interface IEnvironmentInteractionPreventable
{
bool EnvironmentInteractionIsAllowed { get; }
}
/// <summary>
/// Implement this on interactables that you want to be interactable only if the player is holding a certain item
/// </summary>
public interface IItemInHandsInteractionDependable
{
bool IsInteractableIfHolding(Interactable item);
}
}