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using UnityEngine;
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namespace Darkmatter.Core
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{
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public interface IEnemyAnimController
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{
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public void PlayWalkAnim(bool value);
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public void PlayAttackAnim(bool value);
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public void PlayeChaseAnim(bool value);
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public void PlayDeadAnim();
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}
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}
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fileFormatVersion: 2
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guid: 068407f730880e34e9512e0a7b6aa189
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21
Assets/Darkmatter/Code/Core/Contracts/Enemy/IEnemyPawn.cs
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21
Assets/Darkmatter/Code/Core/Contracts/Enemy/IEnemyPawn.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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namespace Darkmatter.Core
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{
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public interface IEnemyPawn : IDamageable
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{
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GameObject GameObject { get; }
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void InitializeFromFactory(Transform player,List<Transform> patrolPoints);
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bool isDead { get; set; }
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NavMeshAgent EnemyAI { get; }
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List<Transform> PatrolPoints { get; }
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void SetDestination(Vector3 destination);
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Vector3 ReturnMyPos();
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Transform PlayerTarget { get; }
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void Reset();
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}
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}
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fileFormatVersion: 2
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guid: 8c4304330c3f4494b80013796f6dcf30
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