using System; using System.Collections.Generic; using UnityEngine; namespace Unity.BossRoom.Gameplay.Actions { [Serializable] public class ActionConfig { [Tooltip("ActionLogic that drives this Action. This corresponds to the actual block of code that executes it.")] public ActionLogic Logic; [Tooltip("Could be damage, could be healing, or other things. This is a base, nominal value that will get modified by game logic when the action takes effect")] public int Amount; [Tooltip("How much it costs in Mana to play this Action")] public int ManaCost; [Tooltip("How far the Action performer can be from the Target")] public float Range; [Tooltip("Duration in seconds that this Action takes to play")] public float DurationSeconds; [Tooltip("Time when the Action should do its \"main thing\" (e.g. when a melee attack should apply damage")] public float ExecTimeSeconds; [Tooltip("How long the effect this Action leaves behind will last, in seconds")] public float EffectDurationSeconds; [Tooltip("After this Action is successfully started, the server will discard any attempts to perform it again until this amount of time has elapsed.")] public float ReuseTimeSeconds; [Tooltip("The Anticipation Animation trigger that gets raised when user starts using this Action, but while the server confirmation hasn't returned")] public string AnimAnticipation; [Tooltip("The primary Animation trigger that gets raised when visualizing this Action")] public string Anim; [Tooltip("The auxiliary Animation trigger for this Action (e.g. to end an animation loop)")] public string Anim2; [Tooltip("The reaction anim to play in response to being hit by this skill")] public string ReactAnim; [Tooltip("The name of an animator variable used by this action")] public string OtherAnimatorVariable; [Tooltip("For Actions that can hit multiple enemies, this determines how much damage is done to non-primary targets")] public int SplashDamage; [Tooltip("For actions that change your speed (e.g. Trample), what speed do we have?")] public float MoveSpeed; [Tooltip("For actions that cause a knockback, how potent is the knockback force?")] public float KnockbackSpeed; [Tooltip("For actions that cause a knockback, how long does it apply force to the target?")] public float KnockbackDuration; [Tooltip("The radius of effect for this action. Default is 0 if not needed")] public float Radius; [Tooltip("Prefab to spawn that will manage this action's input")] public BaseActionInput ActionInput; [Tooltip("Is this Action interruptible by other action-plays or by movement? (Implicitly stops movement when action starts.) Generally, actions with short exec times should not be interruptible in this way.")] public bool ActionInterruptible; [Tooltip("This action is interrupted if any of the following actions is requested")] public List IsInterruptableBy; [Tooltip("Indicates how long this action blocks other actions from happening: during the execution stage, or for as long as it runs?")] public BlockingModeType BlockingMode; [Tooltip("If this Action spawns a projectile, describes it. (\"Charged\" projectiles can list multiple possible shots, ordered from weakest to strongest)")] public ProjectileInfo[] Projectiles; [Tooltip("If this action spawns miscellaneous GameObjects, list their prefabs here (but not projectiles -- those are separate, see above!)")] public GameObject[] Spawns; [Tooltip("If true, this action affects friendly targets, if false Unfriendly. Not all ActionLogics use this parameter.")] public bool IsFriendly; [Header("In-game description info (Only used for player abilities!)")] [Tooltip("If this Action describes a player ability, this is the ability's iconic representation")] public Sprite Icon; [Tooltip("If this Action describes a player ability, this is the name we show for the ability")] public string DisplayedName; [Tooltip("If this Action describes a player ability, this is the tooltip description we show for the ability")] [Multiline] public string Description; public bool CanBeInterruptedBy(ActionID actionActionID) { foreach (var action in IsInterruptableBy) { if (action.ActionID == actionActionID) { return true; } } return false; } } }