// using System; // using UnityEngine; // public static class scr_Models // { // #region Player // public enum PlayerStance // { // Stand, // Crouch, // Prone // } // [Serializable] // public class PlayerSettingsModel // { // [Header("View Settings")] // public float ViewXSensetivity; // public float ViewYSensetivity; // public bool ViewXInverted; // public bool ViewYInverted; // [Header("Movement Settings")] // public bool SprintingHold; // public float MovementSmoothing; // [Header("Movement - Running")] // public float RunningForwardSpeed; // public float RunningStrafeSpeed; // [Header("Movement - Walking")] // public float WalkingForwardSpeed; // public float WalkingBackwardSpeed; // public float WalkingStrafeSpeed; // [Header("Jumping")] // public float JumpingHeight; // public float JumpingFalloff; // public float FallingSmoothing; // } // [Serializable] // public class WeaponSettingsModel // { // [Header("Weapon Sway")] // public float SwayAmount; // public bool SwayYInverted; // public bool SwayXInverted; // public float SwaySmoothing; // public float SwayResetSmoothing; // public float SwayClampX; // public float SwayClampY; // [Header("Weapon Movement Sway")] // public float MovementSwayX; // public float MovementSwayY; // public bool MovementSwayYInverted; // public bool MovementSwayXInverted; // public float MovementSwaySmoothing; // } // [Serializable] // public class CharacterStance // { // public float CameraHeight; // public CapsuleCollider StanceCollider; // } // #endregion // #region - Weapons - // [Serializable] // public class WeaponSettingsModel // { // [Header("Sway")] // public float SwayAmount; // public bool SwayYInverted; // public bool SwayXInverted; // public float SwaySmoothing; // public float SwayResetSmoothing; // public float SwayClampX; // public float SwayClampY; // } // #endregion // }