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; } } } }