54 lines
1.8 KiB
C#

using UnityEngine;
namespace OctoberStudio.Abilities
{
[CreateAssetMenu(fileName = "Fireball Ability Data", menuName = "October/Abilities/Active/Fireball")]
public class FireballAbilityData : GenericAbilityData<FireballAbilityLevel>
{
private void Awake()
{
type = AbilityType.Fireball;
}
private void OnValidate()
{
type = AbilityType.Fireball;
}
}
[System.Serializable]
public class FireballAbilityLevel : AbilityLevel
{
[Tooltip("Amount of fireballs spawned at the same time")]
[SerializeField] int projectilesCount;
public int ProjectilesCount => projectilesCount;
[Tooltip("Amount of time between firing fireballs in one attack")]
[SerializeField] float timeBetweenFireballs;
public float TimeBetweenFireballs => timeBetweenFireballs;
[Tooltip("Amount of time between attacks")]
[SerializeField] float abilityCooldown;
public float AbilityCooldown => abilityCooldown;
[Tooltip("Amount of time before fireball self destructs")]
[SerializeField] float fireballLifetime;
public float FireballLifetime => fireballLifetime;
[Tooltip("Fireball speed")]
[SerializeField] float speed;
public float Speed => speed;
[Tooltip("Damage of the fireball calculates as 'Damage = Player.Damage * Damage'")]
[SerializeField] float damage;
public float Damage => damage;
[Tooltip("Scale of the fireball's transform")]
[SerializeField] float projectileSize;
public float ProjectileSize => projectileSize;
[Tooltip("Inside this radius every enemy will be damaged")]
[SerializeField] float explosionRadius;
public float ExplosionRadius => explosionRadius;
}
}