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46
Assets/Scripts/Character/NPC_State.cs
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46
Assets/Scripts/Character/NPC_State.cs
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public enum NPC_EnumState
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{
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InCover,
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InDirectPoint,
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InRunning,
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}
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public interface NPC_BaseState
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{
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NPC_EnumState State { get; }
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bool InCover { get; }
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bool IsRunning { get; }
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bool InDirectPoint { get; }
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float HitChance { get; }
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float DoDamageChance { get; }
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}
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public class NPC_DirectPointState : NPC_BaseState
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{
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public bool InCover => false;
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public bool IsRunning => false;
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public bool InDirectPoint => false;
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public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInDirectPoint;
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public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInDirectPoint;
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public NPC_EnumState State => NPC_EnumState.InDirectPoint;
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}
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public class NPC_RunningState : NPC_BaseState
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{
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public bool InCover => false;
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public bool IsRunning => true;
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public bool InDirectPoint => false;
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public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInRunning;
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public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInRunning;
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public NPC_EnumState State => NPC_EnumState.InRunning;
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}
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public class NPC_InCoverState : NPC_BaseState
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{
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public bool InCover => true;
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public bool IsRunning => false;
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public bool InDirectPoint => false;
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public float HitChance => SettingsReader.Instance.GetSettings.GetHitChanceInCover;
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public float DoDamageChance => SettingsReader.Instance.GetSettings.DoDamageChanceInCover;
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public NPC_EnumState State => NPC_EnumState.InCover;
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}
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