using System; using ABI.CCK.Scripts; using UnityEngine; using UnityEngine.Events; namespace ABI.CCK.Components { public class CombatSystem : Health { [Header("General settings")] public bool friendlyFire = false; public enum RespawnBehavior { RespawnOnWorld = 0, RespawnOnPoint = 1, RespawnInPlace = 2, None = 3, } [Header("Respawn Behavior")] public RespawnBehavior respawnBehavior = RespawnBehavior.RespawnOnWorld; public Transform respawnPoint; public float respawnTime = 10f; [Header("Events")] public UnityEvent playerDownEvent = new UnityEvent(); public UnityEvent playerRespawnEvent = new UnityEvent(); public UnityEvent playerRevitalizeEvent = new UnityEvent(); [Header("PVP Events")] public UnityEvent playerDownedEvent = new UnityEvent(); public UnityEvent downedAnotherPlayerEvent = new UnityEvent(); private void Reset() { referenceID = Guid.NewGuid().ToString(); } } }