using System; using UnityEngine; public enum ComboInputType { Punch, Kick } [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; public AttackData Attack; public float ComboWindow = 0.8f; public ComboTransition[] Transitions; }