using UnityEngine; using Mirror; namespace TTTSC.Player.NetworkCharacter { public class NetworkCharacterStateMachine : NetworkBehaviour { [SyncVar] public CharacterStates characterState; [SyncVar] public MovementStates movementState; public bool ceilingDetected; public bool eligibleForStep; [Header("Ladder bools")] public bool onLadder; public bool topOnLadder; public bool bottomOnLadder; public bool enteredLadderFromBottom; public bool enteredLadderFromTop; [HideInInspector] public Transform topLadder; [HideInInspector] public Transform bottomLadder; //Grounded and InAir is currently set by CharacterHover script public enum CharacterStates { Grounded, InAir, InWater } public enum MovementStates { Idle, Walking, Crouching, Sprinting } public enum ActionState { InCar, InBoat, InProp } } }