46 lines
1.4 KiB
C#

using UnityEngine;
namespace OctoberStudio.Abilities
{
[CreateAssetMenu(fileName = "Ice Shard Data", menuName = "October/Abilities/Active/Ice Shard")]
public class IceShardAbilityData : GenericAbilityData<IceShardAbilityLevel>
{
private void Awake()
{
type = AbilityType.IceShard;
}
private void OnValidate()
{
type = AbilityType.IceShard;
}
}
[System.Serializable]
public class IceShardAbilityLevel : AbilityLevel
{
[Tooltip("Ice shards spawn every 'AbilityCooldown' seconds")]
[SerializeField] float abilityCooldown;
public float AbilityCooldown => abilityCooldown;
[Tooltip("Speed of ice shards")]
[SerializeField] float projectileSpeed;
public float ProjectileSpeed => projectileSpeed;
[Tooltip("Damage of ice shards calculates like this: Player.Damage * Damage")]
[SerializeField] float damage;
public float Damage => damage;
[Tooltip("Size of ice shards")]
[SerializeField] float projectileSize;
public float ProjectileSize => projectileSize;
[Tooltip("Amount of ice shards")]
[SerializeField] int projectilesCount;
public int ProjectilesCount => projectilesCount;
[Tooltip("Time ice shards stay alive")]
[SerializeField] float projectileLifetime;
public float ProjectileLifetime => projectileLifetime;
}
}