EscapeShooter/My project/Assets/Project Files/Game/Scripts/Weapon System/WeaponUpgrade.cs

50 lines
1.5 KiB
C#

using UnityEngine;
namespace Watermelon.SquadShooter
{
[System.Serializable]
public class WeaponUpgrade
{
[SerializeField] int price;
public int Price => price;
[SerializeField] CurrencyType currencyType;
public CurrencyType CurrencyType => currencyType;
[SerializeField] Sprite previewSprite;
public Sprite PreviewSprite => previewSprite;
[Header("Prefabs")]
[SerializeField] GameObject weaponPrefab;
public GameObject WeaponPrefab => weaponPrefab;
[SerializeField] GameObject bulletPrefab;
public GameObject BulletPrefab => bulletPrefab;
[Header("Data")]
[SerializeField] DuoInt damage;
public DuoInt Damage => damage;
[SerializeField] float rangeRadius;
public float RangeRadius => rangeRadius;
[SerializeField, Tooltip("Shots Per Second")] float fireRate;
public float FireRate => fireRate;
[SerializeField] float spread;
public float Spread => spread;
[SerializeField] int power;
public int Power => power;
[SerializeField] DuoInt bulletsPerShot = new DuoInt(1, 1);
public DuoInt BulletsPerShot => bulletsPerShot;
[SerializeField] DuoFloat bulletSpeed;
public DuoFloat BulletSpeed => bulletSpeed;
// key upgrade - "ideal" way to play the game, based on this upgrades sequence is built economy
[SerializeField] int keyUpgradeNumber = -1;
public int KeyUpgradeNumber => keyUpgradeNumber;
}
}