using System;
using Unity.Behavior;
using UnityEngine;
using Unity.Properties;

#if UNITY_EDITOR
[CreateAssetMenu(menuName = "Behavior/Event Channels/Mascot Phase Event")]
#endif
[Serializable, GeneratePropertyBag]
[EventChannelDescription(name: "Mascot Phase Event", message: "[Phase] complete", category: "Events", id: "a500a59ce7ff5d9c8afc9ad10289cba8")]
public sealed partial class MascotPhaseEvent : EventChannel<MascotPhase> { }

