gather-and-defend/Assets/Scripts/General/GlobalConfigFile.cs
Felix Boucher b54627196c population mechanic with art
- added art for house and UI
- put population in ResourceManager
- create house prefab
- added code for adding and removing pop depending on entity
- refactor harvesters so they inherit from ally
- modify placeholders and buttons so that only units cost population
- add events for population and resources changing
- add population relative configs to global config
- add start resources values to Levels
- add debug feature for generating resources for free
2023-10-29 19:12:32 -04:00

44 lines
1.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = project_name + "/Global Config")]
public class GlobalConfigFile : ScriptableObject
{
public const string project_name = "Gather And Defend";
public float damageFlashIntensity = 1;
[Header("Enemies")]
public float enemySpeedMultiplier = 1;
public float enemyDamageMultiplier = 1;
public float enemyLifeMultiplier = 1;
public Vector2 enemyRangeMultiplier = Vector2.one;
public float enemyAttackSpeedMultiplier = 1;
[Header("Allies")]
public float allyDamageMultiplier = 1;
public float allyLifeMultiplier = 1;
public float allyAttackSpeedMultiplier = 1;
public float allySpeedMultiplier = 1;
public Vector2 allyRangeMultiplier = Vector2.one;
[Header("Population")]
public int basePopulation = 5;
public int populationGivenPerHouse = 5;
public int populationCostPerUnit = 1;
public float populationWarningPercentage = 0.75f;
[Header("resources")]
public float harvestDuration = 1;
public int harvestAmount = 1;
public bool useRandomHarvestDuration = false;
public int randomHarvestDurationMinimum = 0;
public int randomHarvestDurationMaximum = 0;
[Header("loading screen")]
public float loadingAddedTime = 3;
public float baseTileSpawnSpeed = 12;
public float tileSpawnAcceleration = 1;
}