using UnityEngine; namespace EmeraldAI { [System.Serializable] public class ActionsClass { public EmeraldAction emeraldAction; public bool Enabled = true; //Used to store the whether or not this action is enabled as it cannot be stored within the EmeraldAction ScriptableObject public bool IsActive; //Used to store the current active state of this action as it cannot be stored within the EmeraldAction ScriptableObject public float CooldownLengthTimer; //Used to track the current cooldown length as it cannot be stored within the EmeraldAction ScriptableObject public float ActionLength; //Used to store the generated action length (if used) as it cannot be stored within the EmeraldAction ScriptableObject public float ActionLengthTimer; //Used to track the current action length as it cannot be stored within the EmeraldAction ScriptableObject public float Timer; //Used to track time within a custom action as it cannot be stored within the EmeraldAction ScriptableObject public int TimesUsed; //Used to track of the amount of times this action has been used as it cannot be stored within the EmeraldAction ScriptableObject public Coroutine ActionCoroutine; //Used to keep a reference to this action's coroutine as it cannot be stored within the EmeraldAction ScriptableObject } }