Handbuch Scroll-Listen entfernt. Handbuch offen und tabs eingefügt. Upgrades eingefügt. "Garage" eingefügt. Anbindung eines echten Gameplaymanager möglich (theoretisch)
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using System;
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using UnityEngine;
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namespace DepthsOfGreed.HandbookUI
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{
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public enum BuildUse { Structure, Trap, Ability, RepairCrew }
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public enum BuildRegion { WallRing, Interior, Gate }
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public enum BaseShape { Circle, Rectangle }
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public enum AmmoKind { None, Bullets, Explosives, Oil, ExplosivesAndOil, Energy }
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public enum AttackShape { None, Line, Cone, Area, Contact }
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public enum TargetMode { None, Single, Area, PlayerSelectedTarget, PlayerSelectedArea, Walls }
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public enum RotationMode { Free, Fixed, PlayerAimed, NotApplicable }
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public enum SpecialEffect { None, Ricochet, PushBack, Slow, Piercing, EnergyGeneration, CorpseCollection, Reflection, Repair, Bombardment, ContactTrap, PathBlock }
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[Serializable] public sealed class CombatDefinition
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{
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public AmmoKind ammunition;
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[Min(0)] public float ammoPerShot, energyPerSecond, damagePerHit, attacksPerSecond, range;
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[Tooltip("Used for continuous weapons instead of damagePerHit / ammoPerShot.")]
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[Min(0)] public float continuousDamagePerSecond, ammoPerSecond;
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public bool continuousAttack, unlimitedRange;
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public AttackShape attackShape;
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public TargetMode targets;
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public RotationMode rotation;
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[Range(0, 180)] public float coneAngle = 45;
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[Min(0)] public float areaRadius;
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public SpecialEffect effect;
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[Min(0)] public float effectStrength, effectDuration, attackCooldown;
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[Min(0)] public float knockbackDistance, energyGeneratedPerSecond, energyCapacityBonus, repairHealthPerSecond, corpsesCollectedPerSecond;
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[Range(0, 1)] public float slowFraction;
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[Min(0)] public float reflectionDamageMultiplier = 1;
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[Min(0)] public int ricochetCount;
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}
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[Serializable] public sealed class UpgradeDefinition
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{
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public string title;
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[Min(0)] public int energyCost, entrailsCost;
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[TextArea] public string description;
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[Min(0)] public float damageMultiplier = 1, fireRateMultiplier = 1, rangeMultiplier = 1, effectMultiplier = 1;
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}
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}
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