2021-10-08 23:37:46 +05:00

41 lines
981 B
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAction : ScriptableObject
{
public float maxAttackEnergy = 3f;
public float attackResetTime = 3f;
public float attackCost = 1f;
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");
}
}