/ GUNRPG.Core / Operators / OperatorState.cs
OperatorState.cs
 1  namespace GUNRPG.Core.Operators;
 2  
 3  /// <summary>
 4  /// Movement state of an operator.
 5  /// </summary>
 6  public enum MovementState
 7  {
 8      Stationary,
 9      Idle, // Alias for Stationary, kept for backward compatibility
10      Walking,
11      Sprinting,
12      Crouching,
13      Sliding
14  }
15  
16  /// <summary>
17  /// Aiming state of an operator.
18  /// </summary>
19  public enum AimState
20  {
21      Hip,
22      ADS,
23      TransitioningToADS,
24      TransitioningToHip
25  }
26  
27  /// <summary>
28  /// Weapon state of an operator.
29  /// </summary>
30  public enum WeaponState
31  {
32      Ready,
33      Reloading,
34      Jammed
35  }
36  
37  /// <summary>
38  /// Cover state of an operator.
39  /// </summary>
40  public enum CoverState
41  {
42      None,
43      Partial,
44      Full
45  }
46  
47  /// <summary>
48  /// Movement direction relative to opponent.
49  /// Affects suppression buildup and hit probability.
50  /// </summary>
51  public enum MovementDirection
52  {
53      /// <summary>
54      /// Not moving or movement direction is neutral.
55      /// </summary>
56      Holding,
57      
58      /// <summary>
59      /// Moving toward the opponent (closing distance).
60      /// Increases suppression buildup and hit probability against this operator (more aggressive/exposed).
61      /// </summary>
62      Advancing,
63      
64      /// <summary>
65      /// Moving away from the opponent (opening distance).
66      /// Decreases suppression buildup and hit probability against this operator (more defensive).
67      /// </summary>
68      Retreating
69  }