using UnityEngine;

namespace pdinklag.CPW.Common
{
    /// <summary>
    /// A move executed while both wrestlers are standing.
    /// </summary>
    [CreateAssetMenu(menuName = "Wrestle/Move/Standing")]
    public class StandingMove : PairMove
    {
        /// <summary>
        /// Enumeration of possible opponent facings.
        /// </summary>
        public enum Facing
        {
            /// <summary>
            /// No specific facing.
            /// </summary>
            Any,

            /// <summary>
            /// Standing in front of the opponent.
            /// </summary>
            Front,

            /// <summary>
            /// Standing behind the opponent.
            /// </summary>
            Back,

            /// <summary>
            /// Standing on the opponent's left hand side.
            /// </summary>
            Left,

            /// <summary>
            /// Standing on the opponent's right hand side.
            /// </summary>
            Right,
        }

        [Header("Standing Move Settings")]
        [Tooltip("The opponent facing required to execute this move.")]
        public Facing OpponentFacing;

        [Tooltip("Can this move be executed even if the instigator is crouched?")]
        public bool CanExecuteCrouched;

        protected override void Reset()
        {
            base.Reset();
            CanExecuteCrouched = false;
        }
    }
}
