- refactored job information and what selecting a job means in terms of code/data - job templates - networked job selection & job activation state
42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "JobTemplate", menuName = "RiftMayhem/Settings/Jobs/Job Template", order = 0)]
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public class JobTemplate : ScriptableObject
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{
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[Header("Title:")]
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public string title = "Skelly'nvasion Cleanup Crew";
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[Header("Description:")]
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[TextArea(10, 20)]
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public string description = @"Location: The Skellyard (Graveyard)
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Mission Brief:
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Attention, Rift Hunters!The Skellyard, once a serene resting place, has been overrun by a menacing horde of skeletons - the dreaded Skelly'nvasion! As a member of the Cleanup Crew, your mission is to venture into the heart of the Skellyard and purge it of these skeletal invaders.";
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[Header("Settings:")]
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public bool showJobTitlePrefix = true;
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[Space (20f)]
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[Header("In-game name:")]
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public string zoneName;
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[Header("Respective Level to Load Name:")]
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public string levelName;
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[Header("IsHostileZone:")]
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public bool isHostileZone = true;
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[Space(20f)]
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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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