using UnityEngine;

namespace pdinklag.CPW.Common
{
    /// <summary>
    /// A strike executed while the wrestler is running.
    /// </summary>
    [CreateAssetMenu(menuName = "Wrestle/Move/Strike/Running")]
    public class RunningStrike : Strike
    {
        public enum SelectionEligibility
        {
            Any, StandingOpponent, GroundedOpponent
        }

        [Header("Running Strike")]
        public SelectionEligibility SelectionType = SelectionEligibility.Any;

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

            InstantMovementReset = false;
        }
    }
}
