// Copyright (C) 2023 Nicholas Maltbie
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and
// associated documentation files (the "Software"), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge, publish, distribute,
// sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
// BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using UnityEngine;
namespace nickmaltbie.OpenKCC.Character.Config
{
///
/// interface to represent the current grounded state of
/// a given kinematic character controller.
///
public interface IKCCGrounded
{
///
/// Current distance the player is from the ground.
///
float DistanceToGround { get; }
///
/// Was the player grounded this frame
///
bool OnGround { get; }
///
/// Angle between the ground and the player.
///
float Angle { get; }
///
/// The surface normal vector of the ground the player is standing on.
///
Vector3 SurfaceNormal { get; }
///
/// The point in which the player is hitting the ground.
///
Vector3 GroundHitPosition { get; }
///
/// What is the player standing on.
///
GameObject Floor { get; }
///
/// Is the player currently standing on the ground?
///
bool StandingOnGround { get; }
///
/// Is the player currently falling?
///
bool Falling { get; }
///
/// Check if a player is sliding for a given max walk angle.
///
bool Sliding { get; }
}
}