using UnityEngine; namespace DepthsOfGreed.HandbookUI { public enum EnemyTrait { None, GroupSpawn, AlternatingInvulnerability, CorpseConsumer, EnergyCharged } [CreateAssetMenu(menuName = "Depths of Greed/Handbuch/Gegnertyp")] public sealed class HandbookEnemyEntry : ScriptableObject { public string id, displayName; public Sprite icon; public GameObject gameplayPrefab; [TextArea(3, 8)] public string description; [Min(1)] public float maxHealth = 100; [Min(0)] public float damage = 10, speed = 1, attacksPerSecond = 1, spawnWeight = 1; public Vector2Int dropRange; public Vector2Int spawnGroup = Vector2Int.one; public EnemyTrait trait; public float invulnerableSeconds, vulnerableSeconds, corpseHeal, corpseBuffMultiplier = 1; public float energyChargeThreshold, explosionRadius; public bool provisional = true; public int sourceBalanceScore; [TextArea(3, 10)] public string designNotes; } }