using UnityEngine; // Presentation-side contract for the capability events in Assets/Scripts/ServerShared/CapabilityEvents.cs // (docs/headless-playground-cut.md fork L). A presentation implements whichever of these interfaces // match what it visualizes -- one presentation may implement all four (the field shield), or just one // (a dedicated melee-blade effect). CapabilityPresentationBinder is what actually wires a presenter's // method to the matching event stream; a presenter never talks to CapabilityEvents itself. public interface IAbsorbPresenter { void Absorb(AbsorbEvent e); } // Presenters read the event and the simulated pose, never a Transform the sim does not own. public interface IGrabPresenter { void Grab(GrabEvent e); } public interface IMeleePresenter { void Melee(MeleeEvent e); } public interface IThrustPresenter { void Thrust(ThrustEvent e); }