using UnityEngine;

namespace pdinklag.CPW.Common
{
    /// <summary>
    /// Describes a damage type.
    /// </summary>
    [CreateAssetMenu(fileName = "Damage", menuName = "Wrestle/Damage Type")]
    public class DamageType : ScriptableObject
    {
        [Header("Strike Properties")]
        [Tooltip("The audio clip group to play when a strike hits with this damage.")]
        public AssetAddress HitSound;

        [Tooltip("If used by a strike, the strike can only hit up to one wrestler, not many at once.")]
        public bool SingleHit = false;

        [Tooltip("If used by a strike, the intensity of the strike as perceived by a potential reaction.")]
        public StrikeIntensity Intensity;

        [Tooltip("The gamepad rumble feedback for receiving damage of this type.")]
        public RumbleFeedbackType RumbleFeedback;

        [Tooltip("Is this damage applied delibaretly by the instigator? If so, the victim may try and take revenge.")]
        public bool Deliberate = true;
    }
}
