using UnityEngine; namespace OctoberStudio.Abilities { [CreateAssetMenu(fileName = "Shooting Star Ability Data", menuName = "October/Abilities/Active/Shooting Star")] public class ShootingStarAbilityData : GenericAbilityData { private void Awake() { type = AbilityType.ShootingStar; } private void OnValidate() { type = AbilityType.ShootingStar; } } [System.Serializable] public class ShootingStartAbilityLevel: AbilityLevel { [Tooltip("This value is multiplied by the damage of the player")] [SerializeField, Min(0.1f)] float damage = 1f; public float Damage => damage; [Tooltip("Time between spawns of the projectiles")] [SerializeField] float abilityCooldown; public float AbilityCooldown => abilityCooldown; [Tooltip("Amount of time the projectiles are alive")] [SerializeField] float projectileLifetime; public float ProjectileLifetime => projectileLifetime; [Tooltip("Amount of projectiles alive at the same time")] [SerializeField] int projectilesCount = 2; public int ProjectilesCount => projectilesCount; [Tooltip("Distance between the player and the projectiles")] [SerializeField] float radius = 2.5f; public float Radius => radius; [Tooltip("Rotation spped of projectiles")] [SerializeField] float angularSpeed = -200; public float AngularSpeed => angularSpeed; } }