60 lines
2.2 KiB
C#

using UnityEngine;
using UnityEngine.Serialization;
namespace OctoberStudio.Abilities
{
[CreateAssetMenu(fileName = "Solar Magnifier Ability Data", menuName = "October/Abilities/Active/Solar Magnifier")]
public class SolarMagnifierAbilityData : GenericAbilityData<SolarMagnifierAbilityLevel>
{
private void Awake()
{
type = AbilityType.SolarMagnifier;
}
private void OnValidate()
{
type = AbilityType.SolarMagnifier;
}
}
[System.Serializable]
public class SolarMagnifierAbilityLevel: AbilityLevel
{
[Tooltip("Amount of time between attacks")]
[SerializeField] float abilityCooldown;
public float AbilityCooldown => abilityCooldown;
[Tooltip("Amount of time before sun ray disappears")]
[SerializeField] float projectileLifetime;
public float ProjectileLifetime => projectileLifetime;
[Tooltip("Amount of time between firing sun rays in one attack")]
[SerializeField] float timeBetweenProjectiles;
public float TimeBetweenProjectiles => timeBetweenProjectiles;
[Tooltip("Amount of sun rays spawned at the same time")]
[SerializeField] int projectileCount;
public int ProjectileCount => projectileCount;
[Tooltip("Damage of the sun ray calculates as 'Damage = Player.Damage * DamagePerSecond'")]
[FormerlySerializedAs("damage")]
[SerializeField] float damagePerSecond;
public float DamagePerSecond => damagePerSecond;
[Tooltip("Enemy will take damage in this time per second")]
[SerializeField] float damageRate;
public float DamageRate => damageRate;
[Tooltip("All enemies in additionalDamageRadius will take additionalDamagePerSecond")]
[SerializeField] float additionalDamagePerSecond;
public float AdditionalDamagePerSecond => additionalDamagePerSecond;
[Tooltip("The radius enemies have to be in to get additional damage")]
[SerializeField] float additionalDamageRadius;
public float AdditionalDamageRadius => additionalDamageRadius;
[Tooltip("Spead of the sun ray")]
[SerializeField] float projectileSpeed;
public float ProjectileSpeed => projectileSpeed;
}
}