{"action":"opened","number":32,"pull_request":{"url":"https://api.github.com/repos/mhueter/cs-419-project/pulls/32","id":93488390,"html_url":"https://github.com/mhueter/cs-419-project/pull/32","diff_url":"https://github.com/mhueter/cs-419-project/pull/32.diff","patch_url":"https://github.com/mhueter/cs-419-project/pull/32.patch","issue_url":"https://api.github.com/repos/mhueter/cs-419-project/issues/32","number":32,"state":"open","locked":false,"title":"New Abstract Class EnemyAttackScript","user":{"login":"mhueter","id":13444851,"avatar_url":"https://avatars.githubusercontent.com/u/13444851?v=3","gravatar_id":"","url":"https://api.github.com/users/mhueter","html_url":"https://github.com/mhueter","followers_url":"https://api.github.com/users/mhueter/followers","following_url":"https://api.github.com/users/mhueter/following{/other_user}","gists_url":"https://api.github.com/users/mhueter/gists{/gist_id}","starred_url":"https://api.github.com/users/mhueter/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/mhueter/subscriptions","organizations_url":"https://api.github.com/users/mhueter/orgs","repos_url":"https://api.github.com/users/mhueter/repos","events_url":"https://api.github.com/users/mhueter/events{/privacy}","received_events_url":"https://api.github.com/users/mhueter/received_events","type":"User","site_admin":false},"body":"**Summary of Changes**\r\nThe way this works is that the `Enemy_Manager` takes instances of `EnemyAttackScript`. \r\n\r\n`EnemyAttackScript` itself is an `abstract class` which means that it cannot be instantiated on its own.\r\n\r\nThe script `EnemyDefaultAttackScript` is the basic instance of the class which I have attached to all the current enemy prefabs.\r\n\r\nIf you want to make additional attack scripts, just make sure they inherit from `EnemyAttackScript` and override its methods `public abstract void attack();` and `protected abstract void makeDamageBoxApper();`\r\n\r\nBasically you can copy & paste the `EnemyDefaultAttackScript` and just adjust it, then attach your new one as a component in the Inspector.\r\n\r\n\r\n**Side Note about Naming Conventions**\r\nI've renamed some of the classes to CamelCase. 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The RPG boilerplate uses an underscore there to indicate that they are special scripts that call a bunch of other scripts, and I think it would be cool if we adopted the same 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