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Project-M/Assets/_Project/Scripts/Authoring/Combat/AbilityDefinition.cs
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2026-05-31 21:35:12 -07:00

34 lines
1.2 KiB
C#

using ProjectM.Simulation;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Designer-facing definition of one ability. Numeric fields are baked into the AbilityDatabase blob
/// (immutable, Burst-fast runtime config); the projectile prefab is baked into the companion
/// AbilityPrefabElement buffer (entity refs cannot live inside a blob). UI fields (icon/description)
/// are deliberately deferred to a later managed lookup keyed by id.
/// </summary>
[CreateAssetMenu(menuName = "Project M/Ability Definition", fileName = "Ability_")]
public class AbilityDefinition : ScriptableObject
{
public AbilityId Id = AbilityId.Primary;
public string DisplayName = "Ability";
[Header("Combat")]
[Min(0f)] public float Damage = 20f;
[Min(0f)] public float ProjectileSpeed = 25f;
[Min(0f)] public float Range = 20f;
[Header("Auto-target assist")]
[Min(0f)] public float AutoTargetRange = 12f;
[Min(0f)] public float AutoTargetConeDegrees = 35f;
[Header("Timing")]
[Min(1)] public int CooldownTicks = 12;
[Header("Prefab (baked into the prefab buffer, not the blob)")]
public GameObject ProjectilePrefab;
}
}