PO/Assets/Scripts/Configs/CardConfig.cs

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using System;
using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
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[CreateAssetMenu(fileName = "CardConfig", menuName = "Configs/CardConfig")]
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public class CardConfig : ScriptableObject
{
public CardCharacteristics CardCharacteristics;
}
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[Serializable]
public enum Specialization
{
meleeAtack,
longAttack,
healing
};
[Serializable]
public enum AttackCount : int
{
none,
one,
two,
three
};
[Serializable]
public enum CardEffects
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{
poison,
stun
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};
[Serializable]
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public class CardCharacteristics
{
public string cardName;
public Sprite picture;
[TextArea(3, 6)]
public string description;
[Tooltip("specialization is necessary for the right choice of goals")]
public Specialization specialization;
[Header("Level")]
public bool improvedLevel;
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[Header("Cost")]
public int quantityStamina;
public int quantityHealth;
[Space]
[Header("Damage")]
public int damage;
[Space]
[Header("Effects")]
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public int addHealth;
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public int addStamina;
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public int addArmor;
[Header("Mass Damage")]
public AttackCount enemyCount = AttackCount.none;
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[Serializable]
public class ListEffects
{
public CardEffects effect;
public int turns;
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public int damage;
}
public ListEffects[] effects;
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[Header("Cost")]
[Header("SecondLevelCharacteristic")]
public int quantityStamina2;
public int quantityHealth2;
[Space]
[Header("Damage")]
public int damage2;
[Space]
[Header("Effects")]
public int addHealth2;
public int addStamina2;
public int addArmor2;
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}