problème : le fait que les prix et les cooldowns étaient dans les game objects directement rendait le design compliqué solution : créer un scriptable object pour contenir l'info des unit cards
19 lines
480 B
C#
19 lines
480 B
C#
using UnityEngine;
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[CreateAssetMenu(menuName = "Gather And Defend/Buyable Unit Card")]
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public class UnitCard : ScriptableObject
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{
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[SerializeField]
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protected int _wood;
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[SerializeField]
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protected int _rock;
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[SerializeField]
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protected int _food;
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[SerializeField]
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protected int _cooldownInSeconds = 3;
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public int Wood => _wood;
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public int Rock => _rock;
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public int Food => _food;
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public int CooldownInSeconds => _cooldownInSeconds;
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} |