using System; using UnityEditor; using UnityEngine; using System.Collections; using System.Collections.Generic; [CreateAssetMenu(fileName = "CardConfig", menuName = "Configs/CardConfig")] public class CardConfig : ScriptableObject { public CardCharacteristics CardCharacteristics; } [Serializable] public enum Specialization { meleeAtack, longAttack, healing }; [Serializable] public enum AttackCount : int { none, one, two, three }; [Serializable] public enum CardEffects { poison, stun }; [Serializable] 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; [Header("Cost")] public int quantityStamina; public int quantityHealth; [Space] [Header("Damage")] public int damage; [Space] [Header("Effects")] public int addHealth; public int addStamina; public int addArmor; [Header("Mass Damage")] public AttackCount enemyCount = AttackCount.none; [Serializable] public class ListEffects { public CardEffects effect; public int turns; } public ListEffects[] effects; [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; }