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52 lines
1.9 KiB
C#
52 lines
1.9 KiB
C#
using System;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using Unity.BossRoom.Infrastructure;
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using UnityEngine;
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using Action = Unity.BossRoom.Gameplay.Actions.Action;
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namespace Unity.BossRoom.Gameplay.Configuration
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{
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/// <summary>
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/// Data representation of a Character, containing such things as its starting HP and Mana, and what attacks it can do.
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/// </summary>
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[CreateAssetMenu(menuName = "GameData/CharacterClass", order = 1)]
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public class CharacterClass : ScriptableObject
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{
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[Tooltip("which character this data represents")]
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public CharacterTypeEnum CharacterType;
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[Tooltip("skill1 is usually the character's default attack")]
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public Action Skill1;
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[Tooltip("skill2 is usually the character's secondary attack")]
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public Action Skill2;
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[Tooltip("skill3 is usually the character's unique or special attack")]
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public Action Skill3;
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[Tooltip("Starting HP of this character class")]
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public IntVariable BaseHP;
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[Tooltip("Starting Mana of this character class")]
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public int BaseMana;
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[Tooltip("Base movement speed of this character class (in meters/sec)")]
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public float Speed;
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[Tooltip("Set to true if this represents an NPC, as opposed to a player.")]
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public bool IsNpc;
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[Tooltip("For NPCs, this will be used as the aggro radius at which enemies wake up and attack the player")]
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public float DetectRange;
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[Tooltip("For players, this is the displayed \"class name\". (Not used for monsters)")]
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public string DisplayedName;
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[Tooltip("For players, this is the class banner (when active). (Not used for monsters)")]
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public Sprite ClassBannerLit;
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[Tooltip("For players, this is the class banner (when inactive). (Not used for monsters)")]
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public Sprite ClassBannerUnlit;
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}
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}
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