text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "../Core/TypeClass.h"
  #include "Framework/NB_BaseNPCharacter.h"
  #include "NB_AICharacter.generated.h"
  
  /**
   * 
   */
  UCLASS()
  class NIGHTLIGHT_API ANB_AICharacter : public ANB_BaseNPCharacter
  {
  	GENERATED_BODY()
  	
  public:
  	ANB_AICharacter();
  
  protected:
  	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Animation")
  		class UAnimMontage* AttackWithRightHandAnimation;
  
  	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Animation")
  		class UAnimMontage* AttackWithLeftHandAnimation;
  
  	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Animation")
  		class UAnimMontage* AttackWithHeadAnimation;
  
  	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Animation")
  		class UAnimMontage* ReactAnimation;
  
  	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Animation")
  		class UAnimMontage* SearchAnimation;
  
  	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Animation")
  		class UAnimMontage* StunAnimation;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
  		ENPCPersonality NPCPersonality; 
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
  		bool IsTalking;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
  		bool IsReadyToTalk;
  
  public:
  
  	UFUNCTION(BlueprintCallable, Category = "AI")
  		ENPCPersonality GetNPCPersonality();
  
  };
  