public CharacterData GetCharacterData(Transform characterTransform)
        {
            CharacterData data = new CharacterData();

            SetFactionBasedValues(CharacterUtilities.GetFaction(characterTransform), data);
            SetRoleBasedValues(CharacterUtilities.GetRole(characterTransform), data);

            return data;
        }
 private void SetFactionBasedValues(string faction, CharacterData data)
 {
     if (faction == "player")
     {
         data.Health = 1.0f;
         data.MovementSpeed = 1.0f;
         data.AutoActionCooldown = 1.75f;
     }
     else
     {
         data.MovementSpeed = 0.75f;
         data.AutoActionCooldown = 2.0f;
     }
 }
 private void SetRoleBasedValues(string role, CharacterData data)
 {
     if (role == "fighter")
     {
         data.Health += 10.0f;
         data.ActionLocationOffset = 0.75f;
         data.RequiredTargetProximity = new Vector2(0.05f, 0.05f);
         data.AutoActionEffect = StatusMessage.ReduceHealth;
         data.AutoActionEffectMagnitude = 1.0f;
         data.MovementSpeed -= 0.1f;
     }
     else if (role == "healer")
     {
         data.Health += 5.0f;
         data.RequiredTargetProximity = new Vector2(3.0f, 3.0f);
         data.AutoActionEffect = StatusMessage.IncreaseHealth;
         data.AutoActionEffectMagnitude = 1.0f;
         data.MovementSpeed += 0.1f;
     }
 }