using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace KinematicCharacterController
{
public interface ICharacterController
{
///
/// This is called when the motor wants to know what its rotation should be right now
///
void UpdateRotation(ref Quaternion currentRotation, float deltaTime);
///
/// This is called when the motor wants to know what its velocity should be right now
///
void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime);
///
/// This is called before the motor does anything
///
void BeforeCharacterUpdate(float deltaTime);
///
/// This is called after the motor has finished its ground probing, but before PhysicsMover/Velocity/etc.... handling
///
void PostGroundingUpdate(float deltaTime);
///
/// This is called after the motor has finished everything in its update
///
void AfterCharacterUpdate(float deltaTime);
///
/// This is called after when the motor wants to know if the collider can be collided with (or if we just go through it)
///
bool IsColliderValidForCollisions(Collider coll);
///
/// This is called when the motor's ground probing detects a ground hit
///
void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport);
///
/// This is called when the motor's movement logic detects a hit
///
void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport);
///
/// This is called after every move hit, to give you an opportunity to modify the HitStabilityReport to your liking
///
void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport);
///
/// This is called when the character detects discrete collisions (collisions that don't result from the motor's capsuleCasts when moving)
///
void OnDiscreteCollisionDetected(Collider hitCollider);
}
}