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using Sirenix.OdinInspector;
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using UnityEngine.Events;
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using VOID.Generic.Objects.Abstract.Events;
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using VOID.Generic.Objects.Unit.Events;
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namespace VOID.Generic.Objects.Abstract
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{
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[System.Serializable]
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public class AbstractObjectEvents : ObjectComponent<AbstractObject>
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{
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[Title("Spawn")]
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public UnityEvent onSpawn;
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[Title("Destroy")]
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public UnityEvent<RemoveEvent> onRemove;
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[Title("Time")]
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public UnityEvent onFixedUpdate;
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// COMPONENT RELATED EVENTS
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[Title("Statuses")]
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public UnityEvent<StatusEvent> onStatusStart;
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public UnityEvent<StatusEvent> onStatusEnd;
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public UnityEvent<EffectEvent> onEffectStart;
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public UnityEvent<EffectEvent> onEffectEnd;
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[Title("Data")]
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public UnityEvent<BasicResourceChangeEvent> onMaxResourceChange;
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public UnityEvent<BasicResourceChangeEvent> onCurrentResourceChange;
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// TURN RELATED EVENTS
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// These should be ran only from `VOID.Generic.Turn.TurnManager`
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// So all `Invoke()` related to turns will be inside that manager class
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[Title("Turn")]
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public UnityEvent<TurnEvent> onTurnQueueStart;
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public UnityEvent<TurnEvent> onTurnQueueEnd;
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public UnityEvent<TurnEvent> onTurnQueueSwap;
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public UnityEvent<TurnEvent> onTurnQueueEnter;
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public UnityEvent<TurnEvent> onTurnQueueLeave;
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public UnityEvent<TurnEvent> onTurnSelfStart;
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public UnityEvent<TurnEvent> onTurnSelfEnd;
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// ACTION RELATED EVENTS
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[Title("Death")]
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public UnityEvent<DeathEvent> onDeathBefore;
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public UnityEvent<DeathEvent> onDeathAfter;
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[Title("Death")]
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public UnityEvent<ReviveEvent> onRevive;
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[Title("Being attacked")]
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public UnityEvent<DamageEvent> onDamagedBefore;
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public UnityEvent<DamageEvent> onDamagedAfter;
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[Title("Being hit by ability")]
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public UnityEvent<AbilityHitEvent> onAbilityHitBefore;
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public UnityEvent<AbilityHitEvent> onAbilityHitAfter;
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[Title("Being inspected")]
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public UnityEvent onInspectedBefore;
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public UnityEvent onInspectedAfter;
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// PHYSICS RELATED EVENTS
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[Title("TRIGGER ENTER & LEAVE")]
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public UnityEvent<TriggerEvent> onTriggerEnter;
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public UnityEvent<TriggerEvent> onTriggerExit;
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}
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}
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