using System; using GeometryTD.Definition; using UnityEngine; namespace GeometryTD.Entity.EntityData { [Serializable] public class PlayerData : EntityDataBase { [SerializeField] private CampType _camp = CampType.Player; [SerializeField] private int _maxHealth = 0; [SerializeField] private float _speed = 0; public PlayerData(int entityId, int typeId, int maxHp, float speed) : base(entityId, typeId) { _maxHealth = maxHp; _speed = speed; } public CampType Camp { get => _camp; set => _camp = value; } public int MaxHealth { get => _maxHealth; set => _maxHealth = value; } public float Speed { get => _speed; set => _speed = value; } } }