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