using System;
using UnityEngine;
namespace Minigames.FortFight.Data
{
///
/// Configuration data for AI difficulty levels.
/// Defines how accurate and fast the AI behaves at each difficulty tier.
///
[Serializable]
public struct AIDifficultyData
{
[Tooltip("Angle deviation in degrees (±)")]
public float angleDeviation;
[Tooltip("Force/speed deviation as percentage (0.2 = ±20%)")]
public float forceDeviation;
[Tooltip("Minimum thinking time in seconds")]
public float thinkTimeMin;
[Tooltip("Maximum thinking time in seconds")]
public float thinkTimeMax;
///
/// Create AI difficulty data with specified parameters
///
public AIDifficultyData(float angleDeviation, float forceDeviation, float thinkTimeMin, float thinkTimeMax)
{
this.angleDeviation = angleDeviation;
this.forceDeviation = forceDeviation;
this.thinkTimeMin = thinkTimeMin;
this.thinkTimeMax = thinkTimeMax;
}
}
///
/// Wrapper class to serialize AI difficulty configuration in Unity inspector.
/// Maps difficulty level to its configuration data.
///
[Serializable]
public class AIDifficultyConfig
{
[Tooltip("Difficulty level")]
public AIDifficulty difficulty;
[Tooltip("Configuration data for this difficulty")]
public AIDifficultyData data;
}
}