using UnityEngine; namespace OctoberStudio.Abilities { [CreateAssetMenu(fileName = "Lightning Amulet Ability Data", menuName = "October/Abilities/Active/Lightning Amulet")] public class LightningAmuletAbilityData : GenericAbilityData { private void Awake() { type = AbilityType.LightningAmulet; } private void OnValidate() { type = AbilityType.LightningAmulet; } } [System.Serializable] public class LightningAmuletAbilityLevel : AbilityLevel { [Tooltip("This value is multiplied by the damage of the player")] [SerializeField, Min(0.1f)] float damage = 1f; public float Damage => damage; [Tooltip("This damage will be done to any enemy in radius")] [SerializeField, Min(0.1f)] float additionalDamage; public float AdditionalDamage => additionalDamage; [Tooltip("This is the radius in which every enemy will get the additional damage")] [SerializeField, Min(0.01f)] float additionalDamageRadius; public float AdditionalDamageRadius => additionalDamageRadius; [Tooltip("Amount of lightnings in one attack")] [SerializeField, Min(1)] int lightningsCount = 1; public int LightningsCount => lightningsCount; [Tooltip("Amount of time between attacks")] [SerializeField] float abilityCooldown; public float AbilityCooldown => abilityCooldown; [Tooltip("Amount of time between lightnings")] [SerializeField] float durationBetweenHits; public float DurationBetweenHits => durationBetweenHits; } }