using System;
using System.Collections;
using UnityEngine;
using UnityEngine.AI;
public abstract class Enemy : Creature, IAttacker
{
public float m_attackPeriod;
public float m_attackTimer;
//these are for stuff that hasn't been implemented yet
public float m_engagmentRange;
public bool m_isAttacking;
public bool m_canAttack;
//public <?> weapon
protected override void Awake()
{
base.Awake();
m_isTakingDamage = false;
m_isAttacking = false;
m_canAttack = false;
m_attackTimer = 0;
}
protected override void Start()
{
base.Start();
}
public abstract void SetIsAttacking(bool attacking);
protected abstract void Attack();
public override void Die()
{
Destroy(gameObject);
}
public override void StopTakingDamage()
{
base.StopTakingDamage();
}
//TODO: this is kinda messy, needs redoing later
public override void TakeDamage(float damage)
{
r_animator.SetTrigger("Take Damage");
m_isTakingDamage = true;
m_currentHealth -= damage;
if (m_currentHealth <= 0)
{
r_animator.SetTrigger("Death");
}
}
}