rename HeroAttributes -> HeroAttributesSO
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		| @@ -2,14 +2,17 @@ using System.Collections; | |||||||
| using System.Collections.Generic; | using System.Collections.Generic; | ||||||
| using UnityEngine; | using UnityEngine; | ||||||
| 
 | 
 | ||||||
| public class HeroAttributes : ScriptableObject | public class HeroAttributesSO : ScriptableObject | ||||||
| { | { | ||||||
|     // TODO(zeph): does these being private make it hard to create a new hero? |  | ||||||
|     // what about applying effects? |  | ||||||
|     [SerializeField] private Attribute STR; |     [SerializeField] private Attribute STR; | ||||||
|     [SerializeField] private Attribute MAG; |     [SerializeField] private Attribute MAG; | ||||||
|     [SerializeField] private Attribute DEX; |     [SerializeField] private Attribute DEX; | ||||||
|     [SerializeField] private Attribute CON; |     [SerializeField] private Attribute CON; | ||||||
|     [SerializeField] private Attribute CHA; |     [SerializeField] private Attribute CHA; | ||||||
|     [SerializeField] private Attribute FTH; |     [SerializeField] private Attribute FTH; | ||||||
|  | 
 | ||||||
|  |     public static HeroAttributesSO New() | ||||||
|  |     { | ||||||
|  |         return ScriptableObject.CreateInstance<HeroAttributesSO>(); | ||||||
|  |     } | ||||||
| } | } | ||||||
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