using System;
using UnityEngine;
using UnityEngine.Serialization;

public enum ComboInputType
{
    Punch,
    Kick,
    Motion
}

[Serializable]
public class ComboTransition
{
    public ComboInputType Trigger;
    public ComboNode Next;
    public float ForwardStep = 0f;
    public float ForwardStepDuration = 0.1f;
}

[CreateAssetMenu(fileName = "ComboNode", menuName = "Combat/ComboNode")]
public class ComboNode : ScriptableObject
{
    public string NodeName;
    [FormerlySerializedAs("Attack")]
    public ActionData Action;
    public float ComboWindow = 0.8f;
    public ComboTransition[] Transitions;
}
