79 lines
1.4 KiB
C#
79 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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[System.Serializable]
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public class armorClothStatsInfo
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{
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[Header ("Main Settings")]
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[Space]
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public string Name;
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public bool statIsAmount = true;
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[Space]
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[Header ("Stats Settings")]
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[Space]
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public float statAmount;
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public bool useStatMultiplier;
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public bool useRandomRange;
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public Vector2 randomRange;
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[Space]
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public bool newBoolState;
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[Space]
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[Header ("Abilities Settings")]
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[Space]
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public bool useAbilitiesListToEnable;
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public List<string> abilitiesListToEnable = new List<string> ();
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[Space]
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public bool activateAbility;
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public string abilityToActivateName;
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[Space]
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[Header ("Skills Settings")]
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[Space]
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public bool unlockSkill;
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public string skillNameToUnlock;
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[Space]
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[Header ("Damage Type-Resistances Settings")]
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[Space]
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public bool setDamageTypeState;
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public string damageTypeName;
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public bool damageTypeState;
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public bool increaseDamageType;
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public float extraDamageType;
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public bool setObtainHealthOnDamageType;
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public bool obtainHealthOnDamageType;
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[Space]
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[Header ("Remote Events Settings")]
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[Space]
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public bool useRemoteEvent;
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public List<string> remoteEventNameListOnEquip = new List<string> ();
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public List<string> remoteEventNameListOnUnequip = new List<string> ();
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public armorClothStatsInfo ()
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{
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}
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} |