using UnityEngine; public class ActionAttack : FSMAction { [Header("Config")] [SerializeField] private float damage; [SerializeField] private float timeBtwAttacks; private EnemyBrain enemyBrain; private float timer; private void Awake() { enemyBrain = GetComponent(); } public override void Act() { AttackPlayer(); } private void AttackPlayer() { if (enemyBrain.Player == null) return; timer -= Time.deltaTime; if (timer <= 0f) { IDamageable player = enemyBrain.Player.GetComponent(); player.TakeDamage(damage); timer = timeBtwAttacks; BackgroundSoundManager.Instance.PlayHitSFX(); } } }