using Definition.DataStruct; using Entity; using UnityEngine; public abstract class EnemyBase : TargetableObject { protected Transform _target; public abstract override ImpactData GetImpactData(); public virtual float AttackRange => 1f; public virtual void SetTarget(Transform target) => _target = target; protected bool IsSimulationMovementEnabled() { var simulationWorld = GameEntry.SimulationWorld; return simulationWorld != null && simulationWorld.UseSimulationMovement; } }