maint: clean-up of some combat related classes and methods for clarity
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@@ -21,21 +21,15 @@ namespace NodeCanvas.Tasks.Actions {
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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// using (Draw.WithColor(Color.forestGreen)){
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// EndAction(true);
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// }
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate(){
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agent.GetComponent<Player>().persistDrawingRevive = .5f;
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agent.GetComponent<Player>().persistDrawingRevive = 1f;
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agent.GetComponent<Player>().DrawReviveBarRpc(elapsedTime);
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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@@ -10,8 +10,6 @@ namespace Reset.Core {
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public class IsInteractable : ConditionTask{
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public BBParameter<GameObject> target;
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protected override string info{
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get{
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// string agentName = agent == null ? agentType.ToString() : target.ToString();
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return $"<b>{target.ToString()}</b> is interactable";
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@@ -37,7 +35,7 @@ namespace Reset.Core {
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//Called once per frame while the condition is active.
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//Return whether the condition is success or failure.
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protected override bool OnCheck(){
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IInteractable interactable = agent.GetComponent<IInteractable>();
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IInteractable interactable = target.value.GetComponent<IInteractable>();
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if (interactable == null) {
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return false;
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@@ -5,9 +5,7 @@ using Unity.Netcode;
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using Unity.Netcode.Components;
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using UnityEngine;
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namespace Reset.Core {
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[Category("Reset")]
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[Description("Sends an animation trigger with network sync to networked objects")]
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public class SendAnimationTrigger : ActionTask<NetworkAnimator>{
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@@ -7,7 +7,7 @@ using UnityEngine;
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namespace Reset.Units {
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[Category("Reset")]
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[Description("Send a string as an event to another unit. Works online as well")]
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[Description("Send a graph event to another unit. Works online as well")]
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public class SendEventToUnit : ActionTask<Unit>{
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public BBParameter<GameObject> target;
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public string eventToSend;
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