2021-09-02 10:29:57 +03:00

46 lines
939 B
C#

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 CharacterSubState actionType = CharacterSubState.Attack;
public virtual bool IsActionAllowed(TileInfo targetTile, PlayerState playerState)
{
if (!targetTile)
{
return false;
}
return targetTile != playerState.currentTile;
}
public virtual void StartActionOperations(TileInfo targetTile)
{
}
public virtual void Impact(TileInfo targetTile, TileInfo currentTile, TileOwner owner)
{
}
public virtual void FinishActionOperations(PlayerState currentPlayer)
{
Debug.Log("final action");
}
}
public enum ActionType
{
Attack,
Build,
Capture,
Null
}