init 1.1.2
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace EmeraldAI
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{
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/// <summary>
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/// Holds all of an AI's attack attack information.
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/// </summary>
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[System.Serializable]
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public class AttackClass
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{
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public int AttackListIndex = 0;
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public AttackPickTypes AttackPickType = AttackPickTypes.Order;
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[SerializeField]
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public List<AttackData> AttackDataList = new List<AttackData>();
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[System.Serializable]
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public class AttackData
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{
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public EmeraldAbilityObject AbilityObject;
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public int AttackAnimation;
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public int AttackOdds = 25;
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public float AttackDistance = 3f;
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public float TooCloseDistance = 1f;
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public bool CooldownIgnored;
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public float CooldownTimeStamp;
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public bool Contains(List<AttackData> m_AttackDataList, AttackData m_AttackDataClass)
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{
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foreach (AttackData AttackInfo in m_AttackDataList)
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{
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return (AttackInfo == m_AttackDataClass);
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}
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return false;
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}
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}
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}
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}
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