init 1.1.2
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41
Runtime/Scripts/Internal/Interfaces/ICombat.cs
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41
Runtime/Scripts/Internal/Interfaces/ICombat.cs
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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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/// An interafce script used for monitoring and tracking a target's combat actions (as well as its damage position). This allows other AI to see any target's information through functions.
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/// Note: This interface is required (on 3rd party or custom character controllers) to use the blocking and dodging features for player targets.
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/// </summary>
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public interface ICombat
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{
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/// <summary>
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/// Used for getting the transform of the target.
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/// </summary>
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Transform TargetTransform();
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/// <summary>
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/// Used for getting the damage position of the target.
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/// </summary>
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Vector3 DamagePosition();
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/// <summary>
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/// Used for detecting when a target is attacking.
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/// </summary>
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bool IsAttacking();
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/// <summary>
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/// Used for detecting when a target is blocking.
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/// </summary>
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bool IsBlocking();
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/// <summary>
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/// Used for detecting when a target is dodging.
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/// </summary>
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bool IsDodging();
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/// <summary>
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/// Used through Emerald AI to trigger stunned mechanics, however, can also be extended to trigger stunned mechanics through custom character controllers, given they have them.
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/// </summary>
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void TriggerStun(float StunLength);
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}
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}
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