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 }