// 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 nickmaltbie.StateMachineUnity.Event; namespace nickmaltbie.OpenKCC.Character.Events { /// /// Event when player steps on the ground when falling/sliding. /// public class GroundedEvent : IEvent { public static readonly GroundedEvent Instance = new GroundedEvent(); private GroundedEvent() { } } /// /// Event when the player starts sprinting. /// public class StartSprintEvent : IEvent { public static readonly StartSprintEvent Instance = new StartSprintEvent(); private StartSprintEvent() { } } /// /// Event when the player stops sprinting. /// public class StopSprintEvent : IEvent { public static readonly StopSprintEvent Instance = new StopSprintEvent(); private StopSprintEvent() { } } /// /// Event when the player steps off the ground. /// public class LeaveGroundEvent : IEvent { public static readonly LeaveGroundEvent Instance = new LeaveGroundEvent(); private LeaveGroundEvent() { } } /// /// Event when the player jumps off the ground. /// public class JumpEvent : IEvent { public static readonly JumpEvent Instance = new JumpEvent(); private JumpEvent() { } } /// /// Event when the player steps on a slope too steep to stand on. /// public class SteepSlopeEvent : IEvent { public static readonly SteepSlopeEvent Instance = new SteepSlopeEvent(); private SteepSlopeEvent() { } } /// /// Event when player starts movement input. /// public class StartMoveInput : IEvent { public static readonly StartMoveInput Instance = new StartMoveInput(); private StartMoveInput() { } } /// /// Event when player stops movement input. /// public class StopMoveInput : IEvent { public static readonly StopMoveInput Instance = new StopMoveInput(); private StopMoveInput() { } } }