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