using UnityEngine;

namespace pdinklag.CPW.Common
{
    /// <summary>
    /// Abstract base for moves with only one participant.
    /// </summary>
    public abstract class SingleMove : Move
    {
        [Header("Single Move Settings")]
        [Tooltip("Keep looking at the targeted wrestler, if any, during the move.")]
        public bool LookAtTarget;

        /// <summary>
        /// The default state to go to after the move is finished.
        /// </summary>
        public override TargetState DefaultFollowupState => TargetState.IdleWalk;

        protected override void Reset()
        {
            base.Reset();

            LookAtTarget = true;
            MoveColliderMode = ColliderMode.None;
            CharacterCollisionsEnabled = true;
            GravityEnabled = true;
        }
    }
}
