chunk 1: core gameplay scripts scenes runtime assets
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38
Assets/Scripts/SpecialMoveCardSystem/CardData.cs
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38
Assets/Scripts/SpecialMoveCardSystem/CardData.cs
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using UnityEngine;
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namespace SpecialMoveCards
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{
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/// <summary>
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/// ScriptableObject defining metadata for a special move card.
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/// </summary>
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[CreateAssetMenu(menuName = "Special Move Cards/Card Data", fileName = "CardData")]
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public class CardData : ScriptableObject
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{
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[Header("Identity")]
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public CardType type;
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[Tooltip("Display name of the special move.")]
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public string moveName;
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[Tooltip("Animator state/clip or Trigger name to play on pickup use.")]
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public string animationTriggerName;
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[Header("Visuals")]
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public Color color = Color.white;
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public Sprite icon;
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[Tooltip("Optional particle effect to spawn on pickup or use.")]
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public GameObject particlePrefab;
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[Header("Tuning")]
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[Tooltip("Hover amplitude for world pickup (meters). If 0, uses default on CardBehaviour.")]
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public float hoverAmplitude = 0.25f;
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[Tooltip("Hover speed for world pickup (Hz). If 0, uses default on CardBehaviour.")]
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public float hoverSpeed = 1.0f;
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[Tooltip("Self-rotation speed in degrees per second. If 0, uses default on CardBehaviour.")]
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public float rotationSpeed = 35f;
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[Tooltip("Emission intensity for the card material.")]
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public float emissionIntensity = 2.5f;
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[Header("Optional Ability Params")]
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[Tooltip("Optional scalar param that other systems can read.")]
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public float powerMultiplier = 1f;
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}
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}
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