EnemyHealthBar

Displays the enemy's current health as a text counter. Subscribes automatically to the sibling EnemyHealth component's events — no manual wiring needed beyond assigning the label.

FieldTypeDescription
healthCounterTMP_TextText label that shows the current health value.

EnemyInstructionIndicator

Shows animated transitions between the enemy's current and previous actions. Displays two icon slots — entry (incoming action) and exit (outgoing action) — and drives an Animator for the slide-in/slide-out transitions. Wired by EnemyController.Initialize() automatically.

FieldTypeDescription
entryInstructionImageIcon for the current active instruction.
exitInstructionImageIcon for the previous instruction — visible during the transition animation.
MethodDescription
Initialize(EnemyController controller)Subscribes to the controller's action-start, action-change, and action-end events. Called automatically by EnemyController — not needed in user code.

EnemyActionSequencePanel

Renders the enemy's full attack sequence as a grid of icons. Each entry shows one EnemyAction with its loop count. The panel toggles visibility on mouse hover and is populated once during EnemyController.Initialize().

FieldTypeDescription
containerRectTransformParent that receives the spawned EnemyAction_Layout elements.
layoutPrefabEnemyAction_LayoutPrefab used to spawn one entry per action.
MethodDescription
Initialize(EnemyActionInstance[] actionInstances)Spawns one EnemyAction_Layout per action instance and populates it with the action icon and loop count.

EnemyAction_Layout

Prefab-based widget for a single entry in the EnemyActionSequencePanel. Use CreateInstance to spawn and configure it.

FieldTypeDescription
iconImageDisplays the action's icon sprite.
loopsTextTMP_TextShows how many times the action repeats in the sequence.
MethodDescription
CreateInstance(EnemyAction action, int loops, RectTransform container)Instantiates a copy of this prefab inside container, sets the icon and loop count, and returns the new instance.