BulletHell/Assets/BulletHellTemplate/Core/Systems/FSM/ICharacterAnimationContext.cs

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// Abstraction layer decouples FSM from any concrete data source (e.g., CharacterModel, ScriptableObject, ECS buffer…)
using UnityEngine;
namespace BulletHellTemplate.Core.FSM
{
/// <summary>
/// Provides read-only access to all clips and Animator needed by the FSM.
/// Implement this interface in a separate adapter component that knows where
/// the data really comes from (ScriptableObject, network, etc.).
/// </summary>
public interface ICharacterAnimationContext
{
Animator Animator { get; }
DirectionalAnimSet IdleSet { get; }
DirectionalAnimSet MoveSet { get; }
SkillAnimData Attack { get; }
AnimClipData ReceiveDamage { get; }
AnimClipData Death { get; }
bool TryGetSkill(int index, out SkillAnimData data);
}
}