PO/Assets/Scripts/Configs/EnemyConfig.cs

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using System.Collections.Generic;
using System;
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using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
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[CreateAssetMenu(fileName = "EnemyConfig", menuName = "Configs/EnemyConfig")]
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public class EnemyConfig : ScriptableObject
{
public EnemyCharacteristics enemyCharacteristics;
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}
[Serializable]
public class EnemyCharacteristics
{
public string name;
public int maxHp;
public int damage;
public int armor;
[Header("Healing")]
public int selfHealing;
[Tooltip("this parameter affects the recovery of an ally with minimal hp")]
public int allyHealing;
public int allHealing;
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public int addArmorSelf;
public int addArmorAlly;
public int addArmorAll;
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public Sprite sprite;
[Range(1, 3)]
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public int minimumPosition;
[Range(1, 3)]
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public int maximumPosition;
[Serializable]
public class ListEffects
{
public LibraryEffects.CardEffects effect;
public int turns;
public int damage;
}
public ListEffects[] effects;
}