One of the ways to gather groups of functionality together is through interfaces. Like classes, interfaces are blueprints for data and behaviors, but with one important difference: they can't have any actual implementation logic or stored values. Instead, it's up to the adopting class or struct to fill in the values and methods outlined in the interface. The great part about interfaces is that both classes and structs can use them, and there's no upper limit regarding how many can be adopted by a single object.
For example, what if we wanted our enemies to be able to shoot back at our player when they're in close range? We could create a parent class that both the player and enemy could derive from, which would base them both on the same blueprint. The problem with that approach, however, is that enemies and players won't necessarily share the same behaviors and data. The more efficient way to handle this would be to define an interface with a...