Files
Project-M/Assets/_Project/Scripts/Authoring/Combat/CharacterStatsDefinition.cs
T
kronic 77de740b63 LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:51:48 -07:00

22 lines
842 B
C#

using ProjectM.Simulation;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// 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.
/// </summary>
[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 = 6f;
[Min(0f)] public float TurnRateDegreesPerSec = 720f;
[Min(0f)] public float MaxHealth = 100f;
}
}