Danro/Assets/Scripts/ScriptableObjects/EnemyFireConfiguration.cs
Danil Iarosh 5bafc385da feat(audio): increase SFX pool size and preload audio data
- 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
2025-10-30 16:39:15 +03:00

26 lines
772 B
C#

using UnityEngine;
using RR.Common.Audio;
using RR.Game2D.Entities.Projectiles;
namespace RR.Game2D.Behaviour.ScriptableObjects
{
[CreateAssetMenu(fileName = "EnemyFireConfiguration", menuName = "Behaviour/Fire/EnemyFireConfiguration")]
public class EnemyFireConfiguration : ScriptableObject
{
[Header("Бросок")]
public float throwCooldown = 5f;
public float throwSpeed = 20f;
[Header("Снаряд")]
public EnemyBasicProjectile projectilePrefab;
public float projectileLifetime = 1f;
public bool projectileDespawnInstantly = false;
public float projectileFallGravityScale = 3f;
[Header("FX (Опционально)")]
public SoundEffect[] shotSounds;
}
}