// 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; } } }