commit428243f4a6Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:43:13 2026 +0300 Squashed commit of the following: commit68e78fa464Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:41:49 2026 +0300 Updated .gitignore commit9f87122a34Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:34:57 2026 +0300 Added Dohya commitf6a7547e84Author: AsanoRema <asanorema2036@gmail.com> Date: Fri Aug 21 17:59:13 2026 +0300 Fixed commitb98901c366Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:37:22 2026 +0300 Added new particle Package commitbb2f4a3b16Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:17:48 2026 +0300 Map mehanic ready to multiplayer commitc01ff800f6Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 16:16:19 2026 +0300 Squashed commit of the following: commit173bbb165cAuthor: henjkey <henjkey@gmail.com> Date: Fri Aug 14 18:51:23 2026 +0500 Mappp commitd559ab338aAuthor: henjkey <henjkey@gmail.com> Date: Thu Aug 13 18:42:41 2026 +0500 Map Controller Coordinates Target System Crosshair System Radar System
33 lines
1.3 KiB
C#
33 lines
1.3 KiB
C#
using UnityEngine;
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[CreateAssetMenu(
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fileName = "CannonConfig",
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menuName = "FORT-BO/Cannon/Cannon Config")]
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public sealed class CannonConfig : ScriptableObject
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{
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[SerializeField, Min(0f)] private float minimumDelay = 0f;
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[SerializeField, Min(0.1f)] private float maximumDelay = 60f;
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[SerializeField, Min(0f)] private float defaultDelay = 5f;
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[SerializeField, Min(0.1f)] private float adjustmentStep = 1f;
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[SerializeField] private bool acceptDefectiveRockets = true;
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[SerializeField] private bool acceptCriticallyDamagedRockets;
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public float MinimumDelay => minimumDelay;
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public float MaximumDelay => maximumDelay;
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public float DefaultDelay => ClampDelay(defaultDelay);
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public float AdjustmentStep => adjustmentStep;
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public bool AcceptDefectiveRockets => acceptDefectiveRockets;
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public bool AcceptCriticallyDamagedRockets => acceptCriticallyDamagedRockets;
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public float ClampDelay(float value) =>
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Mathf.Clamp(value, minimumDelay, Mathf.Max(minimumDelay, maximumDelay));
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private void OnValidate()
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{
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minimumDelay = Mathf.Max(0f, minimumDelay);
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maximumDelay = Mathf.Max(minimumDelay, maximumDelay);
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defaultDelay = ClampDelay(defaultDelay);
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adjustmentStep = Mathf.Max(0.1f, adjustmentStep);
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}
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}
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