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