using UnityEngine; using static D2D.Utilities.CommonGameplayFacade; [CreateAssetMenu(menuName = "Game/Member Class")] public class MemberClass : ScriptableObject { [SerializeField] private float baseReloadDuration; [SerializeField] public float baseDamage; public LayerMask obstacleLayer; public LayerMask enemyLayer; [HideInInspector] public float ReloadDuration { get { return baseReloadDuration - (baseReloadDuration * (Mathf.Clamp(_db.FireRateDecreasePercent.Value + _squad.TemporaryFireRateIncrease, 0, 0.8f))); } } [HideInInspector] public float Damage { get { return baseDamage + (_db.PowerIncreasePercent.Value + _squad.TemporaryFirePowerIncrease) * baseDamage; } } }