Add prediction for standing states and mob states (#1937)

This commit is contained in:
DrSmugleaf
2020-08-29 13:20:37 +02:00
committed by GitHub
parent 4d23bbf4df
commit 1ecf8aad1a
38 changed files with 1001 additions and 626 deletions

View File

@@ -0,0 +1,29 @@
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Mobs.State
{
/// <summary>
/// Defines the blocking effects of an associated <see cref="DamageState"/>
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
/// exiting the state.
/// </summary>
public interface IMobState : IActionBlocker
{
/// <summary>
/// Called when this state is entered.
/// </summary>
void EnterState(IEntity entity);
/// <summary>
/// Called when this state is left for a different state.
/// </summary>
void ExitState(IEntity entity);
/// <summary>
/// Called when this state is updated.
/// </summary>
void UpdateState(IEntity entity);
}
}