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AsanoRema ffa1064063 Squashed commit of the following:
commit 428243f4a6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:43:13 2026 +0300

    Squashed commit of the following:

    commit 68e78fa464
    Author: AsanoRema <asanorema2036@gmail.com>
    Date:   Sat Aug 29 13:41:49 2026 +0300

        Updated .gitignore

commit 9f87122a34
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Sat Aug 29 13:34:57 2026 +0300

    Added Dohya

commit f6a7547e84
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Fri Aug 21 17:59:13 2026 +0300

    Fixed

commit b98901c366
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:37:22 2026 +0300

    Added new particle Package

commit bb2f4a3b16
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 17:17:48 2026 +0300

    Map mehanic ready to multiplayer

commit c01ff800f6
Author: AsanoRema <asanorema2036@gmail.com>
Date:   Tue Aug 18 16:16:19 2026 +0300

    Squashed commit of the following:

    commit 173bbb165c
    Author: henjkey <henjkey@gmail.com>
    Date:   Fri Aug 14 18:51:23 2026 +0500

        Mappp

    commit d559ab338a
    Author: henjkey <henjkey@gmail.com>
    Date:   Thu Aug 13 18:42:41 2026 +0500

        Map

        Controller
        Coordinates
        Target System
        Crosshair System
        Radar System
2026-08-29 13:45:55 +03:00

64 lines
2.8 KiB
C#

using UnityEngine;
[CreateAssetMenu(
fileName = "MapEnemyBalance",
menuName = "Map Radar/Enemy Balance Config")]
public sealed class MapEnemyBalanceConfig : ScriptableObject
{
[Header("Wave")]
[SerializeField, Min(0)] private int targetsPerWave = 5;
[SerializeField, Min(0.02f)] private float simulationStep = 0.1f;
[Header("Spawn")]
[SerializeField, Range(0f, MapCoordinateSystem.CoordinateMaximum)]
private float minimumSpawnDistanceFromBase = 5f;
[SerializeField, Range(1, 128)] private int spawnPositionAttempts = 32;
[Header("Global Balance Multipliers")]
[SerializeField, Min(0f)] private float movementSpeedMultiplier = 0.5f;
[SerializeField, Min(0f)] private float attackDelayMultiplier = 1.5f;
[SerializeField, Min(0.01f)] private float healthMultiplier = 1f;
[SerializeField, Min(0f)] private float baseDamageMultiplier = 1f;
public int TargetsPerWave => Mathf.Max(0, targetsPerWave);
public float SimulationStep => Mathf.Max(0.02f, simulationStep);
public float MinimumSpawnDistanceFromBase => Mathf.Clamp(
minimumSpawnDistanceFromBase,
0f,
MapCoordinateSystem.CoordinateMaximum);
public int SpawnPositionAttempts => Mathf.Clamp(spawnPositionAttempts, 1, 128);
public float MovementSpeedMultiplier => Mathf.Max(0f, movementSpeedMultiplier);
public float AttackDelayMultiplier => Mathf.Max(0f, attackDelayMultiplier);
public float HealthMultiplier => Mathf.Max(0.01f, healthMultiplier);
public float BaseDamageMultiplier => Mathf.Max(0f, baseDamageMultiplier);
public float GetMovementSpeed(TargetConfig target) =>
target != null ? target.MovementSpeed * MovementSpeedMultiplier : 0f;
public float GetAttackDelay(TargetConfig target) =>
target != null ? target.TimeBeforeAttack * AttackDelayMultiplier : 0f;
public int GetHealth(TargetConfig target) => target != null
? Mathf.Max(1, Mathf.RoundToInt(target.Health * HealthMultiplier))
: 1;
public int GetBaseDamage(TargetConfig target) => target != null
? Mathf.Max(0, Mathf.RoundToInt(target.BaseDamage * BaseDamageMultiplier))
: 1;
private void OnValidate()
{
targetsPerWave = Mathf.Max(0, targetsPerWave);
simulationStep = Mathf.Max(0.02f, simulationStep);
minimumSpawnDistanceFromBase = Mathf.Clamp(
minimumSpawnDistanceFromBase,
0f,
MapCoordinateSystem.CoordinateMaximum);
spawnPositionAttempts = Mathf.Clamp(spawnPositionAttempts, 1, 128);
movementSpeedMultiplier = Mathf.Max(0f, movementSpeedMultiplier);
attackDelayMultiplier = Mathf.Max(0f, attackDelayMultiplier);
healthMultiplier = Mathf.Max(0.01f, healthMultiplier);
baseDamageMultiplier = Mathf.Max(0f, baseDamageMultiplier);
}
}