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/// ---------------------------------------------
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/// Ultimate Character Controller
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.UltimateCharacterController.Character
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{
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using UnityEngine;
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/// <summary>
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/// Interface which specifies an object which can be used for determine the character's look direction.
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/// </summary>
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public interface ILookSource
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{
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/// <summary>
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/// Returns the GameObject of the look source.
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/// </summary>
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GameObject GameObject { get; }
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/// <summary>
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/// Returns the Transform of the look source.
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/// </summary>
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Transform Transform { get; }
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/// <summary>
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/// Returns the distance that the character should look ahead.
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/// </summary>
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float LookDirectionDistance { get; }
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/// <summary>
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/// Returns the pitch angle of the look source.
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/// </summary>
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float Pitch { get; }
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/// <summary>
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/// Returns the position of the look source.
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/// </summary>
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Vector3 LookPosition();
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/// <summary>
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/// Returns the direction that the character is looking.
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/// </summary>
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/// <param name="characterLookDirection">Is the character look direction being retrieved?</param>
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/// <returns>The direction that the character is looking.</returns>
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Vector3 LookDirection(bool characterLookDirection);
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/// <summary>
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/// Returns the direction that the character is looking.
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/// </summary>
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/// <param name="lookPosition">The position that the character is looking from.</param>
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/// <param name="characterLookDirection">Is the character look direction being retrieved?</param>
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/// <param name="layerMask">The LayerMask value of the objects that the look direction can hit.</param>
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/// <param name="useRecoil">Should recoil be included in the look direction?</param>
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/// <returns>The direction that the character is looking.</returns>
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Vector3 LookDirection(Vector3 lookPosition, bool characterLookDirection, int layerMask, bool useRecoil);
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}
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}
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