77 lines
1.4 KiB
C#
77 lines
1.4 KiB
C#
using Robust.Shared.Interfaces.GameObjects;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Mobs.State
|
|
{
|
|
/// <summary>
|
|
/// The standard state an entity is in; no negative effects.
|
|
/// </summary>
|
|
public abstract class SharedNormalState : IMobState
|
|
{
|
|
public abstract void EnterState(IEntity entity);
|
|
|
|
public abstract void ExitState(IEntity entity);
|
|
|
|
public abstract void UpdateState(IEntity entity);
|
|
|
|
public bool CanInteract()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanMove()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanUse()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanThrow()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanSpeak()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanDrop()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanPickup()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanEmote()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanAttack()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanEquip()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanUnequip()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
public bool CanChangeDirection()
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|