- Increased SFX pool size from 8 to 16 in AudioManager - Enabled preloadAudioData for multiple SFX files - Removed unused VisualScripting import from Checkpoint script - Reordered using statements in several scripts for consistency - Added CoinCollectible component to Coin prefab with pickup effects - Updated sorting layers and mesh LOD settings in Coin prefabs - Fixed typo in Interfaces.cs: optionaAttachPoint to optionalAttachPoint - Modified AddCoin method to accept count parameter and handle coin overflow - Moved projectile scripts (BasicProjectile, EnemyBasicProjectile, PhysicsProjectile, PickableProjectile) - Cleaned up unused namespaces and imports across various scripts
26 lines
772 B
C#
26 lines
772 B
C#
using UnityEngine;
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using RR.Common.Audio;
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using RR.Game2D.Entities.Projectiles;
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namespace RR.Game2D.Behaviour.ScriptableObjects
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{
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[CreateAssetMenu(fileName = "EnemyFireConfiguration", menuName = "Behaviour/Fire/EnemyFireConfiguration")]
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public class EnemyFireConfiguration : ScriptableObject
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{
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[Header("Бросок")]
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public float throwCooldown = 5f;
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public float throwSpeed = 20f;
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[Header("Снаряд")]
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public EnemyBasicProjectile projectilePrefab;
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public float projectileLifetime = 1f;
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public bool projectileDespawnInstantly = false;
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public float projectileFallGravityScale = 3f;
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[Header("FX (Опционально)")]
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public SoundEffect[] shotSounds;
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}
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}
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