using UnityEngine; namespace OctoberStudio.Abilities { [CreateAssetMenu(fileName = "Wooden Wand Data", menuName = "October/Abilities/Active/Wooden Wand")] public class WoodenWandWeaponAbilityData : GenericAbilityData { private void Awake() { type = AbilityType.WoodenWand; isWeaponAbility = true; } private void OnValidate() { type = AbilityType.WoodenWand; isWeaponAbility = true; } } [System.Serializable] public class WoodenWandWeaponAbilityLevel : AbilityLevel { [Tooltip("Amount of time between attacks")] [SerializeField] float abilityCooldown; public float AbilityCooldown => abilityCooldown; [Tooltip("Speed of the projectile")] [SerializeField] float projectileSpeed; public float ProjectileSpeed => projectileSpeed; [Tooltip("Damage of projectiles calculates like this: Player.Damage * Damage")] [SerializeField] float damage; public float Damage => damage; [Tooltip("Size of projectiles")] [SerializeField] float projectileSize; public float ProjectileSize => projectileSize; [Tooltip("Time projectiles stay alive")] [SerializeField] float projectileLifetime; public float ProjectileLifetime => projectileLifetime; } }