using System.Collections; using System.Collections.Generic; using UnityEngine; public class HeroAttributes : 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 MAG; [SerializeField] private Attribute DEX; [SerializeField] private Attribute CON; [SerializeField] private Attribute CHA; [SerializeField] private Attribute FTH; }