2022-01-12 10:06:03 +03:00
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using System;
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using UnityEditor;
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using UnityEngine;
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2022-01-13 23:33:21 +03:00
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using System.Collections;
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using System.Collections.Generic;
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2022-01-12 10:06:03 +03:00
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2022-01-17 18:24:11 +03:00
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[CreateAssetMenu(fileName = "CardConfig", menuName = "Configs/CardConfig")]
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2022-01-12 10:06:03 +03:00
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public class CardConfig : ScriptableObject
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{
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public CardCharacteristics CardCharacteristics;
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}
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2022-01-12 10:06:03 +03:00
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[Serializable]
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2022-01-14 10:42:43 +03:00
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public enum Specialization
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{
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meleeAtack,
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longAttack,
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healing
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};
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2022-01-27 11:31:20 +03:00
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[Serializable]
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public enum AttackCount : int
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{
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none,
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one,
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two,
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three
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};
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[Serializable]
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public enum CardEffects
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{
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poison,
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stun
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};
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2022-01-27 11:31:20 +03:00
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2022-01-14 10:42:43 +03:00
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[Serializable]
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2022-01-12 10:06:03 +03:00
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public class CardCharacteristics
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{
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public string cardName;
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public Sprite picture;
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[TextArea(3, 6)]
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public string description;
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[Tooltip("specialization is necessary for the right choice of goals")]
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public Specialization specialization;
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[Header("Level")]
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public bool improvedLevel;
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[Header("Cost")]
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public int quantityStamina;
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public int quantityHealth;
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[Space]
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[Header("Damage")]
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public int damage;
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[Space]
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[Header("Effects")]
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public int addHealth;
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public int addStamina;
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public int addArmor;
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[Header("Mass Damage")]
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public AttackCount enemyCount = AttackCount.none;
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[Serializable]
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public class ListEffects
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{
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public CardEffects effect;
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public int turns;
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}
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public ListEffects[] effects;
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[Header("Cost")]
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[Header("SecondLevelCharacteristic")]
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public int quantityStamina2;
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public int quantityHealth2;
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[Space]
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[Header("Damage")]
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public int damage2;
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[Space]
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[Header("Effects")]
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public int addHealth2;
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public int addStamina2;
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public int addArmor2;
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}
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