// 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.
namespace nickmaltbie.OpenKCC.Character
{
///
/// Current player input state, is the player allowed to give input or not
///
public enum PlayerInputState
{
Allow,
Deny
}
///
/// Manager for player input information as a static class
///
public static class PlayerInputUtils
{
///
/// Current state of the player movement action
///
public static PlayerInputState playerMovementState = PlayerInputState.Allow;
///
/// Minimum mouse sensitivity value multiplier
///
public static readonly float minimumMouseSensitivity = 0.05f;
///
/// Maximum mouse sensitivity value multiplier
///
public static readonly float maximumMouseSensitivity = 1.0f;
///
/// Mouse sensitivity multiplier (should be between 0.05 and 1.0 hopefully)
///
public static float mouseSensitivity = 0.25f;
///
/// Default mouse sensitivity
///
public const float DefaultMouseSensitivity = 0.25f;
}
}