using UnityEngine; /// /// Bridge class that wraps ItemBehavior for use with PlayerActionHandler. /// This allows the new behavior system to work with the existing action handler. /// [CreateAssetMenu(menuName = "Actions/Behavior Action")] public class BehaviorActionData : PlayerActionData { [HideInInspector] public ItemBehavior behavior; public override void ExecuteEffect(GameObject performer, GameObject target) { if (behavior != null) { behavior.Use(performer, target); } } }