using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerAction : ScriptableObject { public float duration = 1f; public float distance = 1; //public CharacterState actionState = CharacterState.Attack; public ActionType actionType = ActionType.Attack; public virtual bool IsActionAllowed(TileInfo targetTile, PlayerState playerState) { if (!targetTile) { return false; } return targetTile != playerState.currentTile; } public virtual void StartActionOperations(TileInfo targetTile, PlayerState currentPlayer) { } public virtual void Impact(TileInfo targetTile, PlayerState currentPlayer) { } public virtual void FinishActionOperations(PlayerState currentPlayer) { //Debug.Log("final action"); } }