using System.Collections; using System.Collections.Generic; using UnityEngine; public class DamageUpgrade : Upgrade { [SerializeField]private float[] damages; public DamageUpgrade(string name, float[] cost, float[] damages){ this.cost = cost; this.upgradeName = name; this.damages = damages; } public void SetDamages(float[] nDamages){ this.damages = nDamages; } public float GetDamage(){ return damages[lvlUnlocked-1]; } public override void Activate(){ if(base.UpgradeAttempt()){ player.UpgradeDamage(this); } } }