using System.Collections.Generic; using System; using UnityEditor; using UnityEngine; using UnityEngine.Events; [CreateAssetMenu(fileName = "EnemyConfig")] public class EnemyConfig : ScriptableObject { public EnemyCharacteristics enemyCharacteristics; } [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; public Sprite sprite; [Range(1, 3)] public int minimumPosition; [Range(1, 3)] public int maximumPosition; }