108 lines
3.3 KiB
C#
108 lines
3.3 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using Spine.Unity;
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[CreateAssetMenu(fileName = "NewEnemyData", menuName = "SO_Data/EnemyData")]
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public class EnemyData_SO : ScriptableObject
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{
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[Header("Inspector")]
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[Tooltip("Documentation text normalized.")]
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public string enemyName;
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public Sprite enemy_Image;
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[Header("Spine Settings")]
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[Tooltip("Assign the SkeletonDataAsset for the Spine animation here")]
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public SkeletonDataAsset skeletonDataAsset;
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[SerializeField] private float xOffset = 0f;
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[SerializeField] private float yOffset = -400f;
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[SerializeField] private float scaleRatio = 1f;
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[SerializeField] private bool flipX = false;
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public float XOffset
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{
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get => xOffset;
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set => xOffset = value;
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}
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public float YOffset
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{
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get => yOffset;
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set => yOffset = value;
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}
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public float ScaleRatio
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{
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get => scaleRatio;
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set => scaleRatio = value;
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}
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public bool FlipX
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{
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get => flipX;
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set => flipX = value;
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}
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public Sprite enemy_Profile;
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[Tooltip("Documentation text normalized.")]
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public int enemyID;
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[Header("Inspector")]
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public EnemyType enemyType = EnemyType.Simple;
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public enum EnemyType
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{
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Simple,
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Elite,
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Boss,
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Legend
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}
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[Header("Stats")]
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[Tooltip("Documentation text normalized.")]
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public int enemy_maxHP;
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[Tooltip("Documentation text normalized.")]
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public float enemy_damageResistance;
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[Tooltip("Documentation text normalized.")]
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public int enemy_baseAttack;
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// Documentation text normalized.
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[Tooltip("Documentation text normalized.")]
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public int enemy_maxMana = 0;
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[Header("Inspector")]
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public int scoreOnBeingDefeated;
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// Skills (same idea as AllyHero_SO)
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[Header("Skills")]
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public SkillDefinition[] availableSkills;
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[Tooltip("Indexes into availableSkills for preselected skills; empty means none selected")]
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public int[] selectedSkillIndices = new int[0];
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[Tooltip("Primary selected skill index into availableSkills (-1 = none)")]
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public int primarySkillIndex = -1;
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public SkillDefinition GetPrimarySkill()
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{
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if (availableSkills == null || primarySkillIndex < 0 || primarySkillIndex >= availableSkills.Length) return null;
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return availableSkills[primarySkillIndex];
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}
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// New: groups of skills. Each group contains a numeric skillGroupID and a variable-length list of SkillDefinitions.
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[Tooltip("Skill groups defined on this enemy. Each SkillGroup has a numeric skillGroupID which can be equipped into slots to allow activation of the entire group via that ID.")]
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public SkillGroup[] skillGroups = new SkillGroup[0];
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[Tooltip("Equipped skill group IDs for this enemy. Each int references a skillGroupID defined in skillGroups. Use 0 to indicate empty.")]
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public int[] equippedSkillGroupIDs = new int[0];
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// Helper to query effective max mana based on type
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public int GetEffectiveMaxMana()
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{
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// Treat configured enemy_maxMana as authoritative for runtime; designers can set to 0 if not used.
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return enemy_maxMana;
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}
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[Header("Combat Settings")]
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[Tooltip("Documentation text normalized.")]
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[Range(0f, 1f)]
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public float manaGainOnDamagePercent = 0.2f; // default 20%
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}
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