using System; using System.Collections; using System.Collections.Generic; using UnityEngine; [Serializable] public class Engagement { public bool moving; public float verticalCrosshairMovement = 0; // less than 5 degrees public float horizontalCrosshairMovement = 0; // less than 10 degrees public List<bool> movementWhileShooting = new List<bool>(); // want none public int ammoAtEngagement = 0; // above (number to kill at current damage and health) public int reloadsWhileEngaged = 0; // want none public List<int> noOfDamageSources = new List<int>(); // want 1 public float verticalDistance = 0; public List<float> missedVerticalShots = new List<float>(); // want none public List<float> missedHorizontalShots = new List<float>(); // want none public int hitshots = 0; // want headshot % to be high public int headshots = 0; public int healthLoss = 0; // only take 1 hit before killing preferably public float timeToDamage = 0; // less than 500ms public float timeToKill = 0; // less than 700ms? }