- refactored job information and what selecting a job means in terms of code/data - job templates - networked job selection & job activation state
18 lines
578 B
C#
18 lines
578 B
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "JobRewardSettings", menuName = "RiftMayhem/Settings/Jobs/Job Reward Settings", order = 0)]
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public class JobRewardSettings : ScriptableObject
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{
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[Header("Base Rewards:")]
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public int baseCoinReward;
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public float baseExperienceFinalReward;
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public float baseReputationFinalReward;
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[Header("Difficulty Based Modifiers:")]
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public float percentCoinReward;
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public float percentExperienceFinalReward;
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public float percentReputationFinalReward;
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}
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