using ProjectM.Simulation; using UnityEngine; namespace ProjectM.Authoring { /// /// Designer-facing definition of a character's base stats (movement + survivability), baked into the /// AbilityDatabase blob and looked up at runtime by CharacterStatsRef. The single source of these /// values - PlayerAuthoring also seeds the player's starting Health from MaxHealth. /// [CreateAssetMenu(menuName = "Project M/Character Stats Definition", fileName = "Character_")] public class CharacterStatsDefinition : ScriptableObject { public FrameKind Id = FrameKind.Default; public string DisplayName = "Character"; [Min(0f)] public float MoveSpeed = 4.2f; // 07-16e underwater feel: matched near the run clip's natural pace (asset value is authoritative) [Min(0f)] public float TurnRateDegreesPerSec = 360f; // 07-15 underwater feel: heavier body swing (asset value is authoritative) [Min(0f)] public float MaxHealth = 100f; } }