Implement basic structure for combat system and refactor code
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using System.Collections.Generic;
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using KernelPanic.Core;
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using UnityEngine;
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namespace KernelPanic.Data
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{
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/// <summary>
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/// Defines immutable card data used to create runtime card instances.
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/// </summary>
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public sealed class CardDefinition : ScriptableObject
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{
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[SerializeField] private string id;
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[SerializeField] private string displayName;
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[SerializeField] private string description;
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[SerializeField] private Language language;
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[SerializeField] private Rarity rarity;
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[SerializeField] private int cycleCost;
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[SerializeField] private ResolutionTrack resolutionTrack;
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[SerializeField] private bool distroExclusive;
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[SerializeField] private CardDefinition upgradeTarget;
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[SerializeField] private List<CardEffectDefinition> effects = new();
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public string Id => id;
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public string DisplayName => displayName;
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public string Description => description;
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public Language Language => language;
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public Rarity Rarity => rarity;
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public int CycleCost => cycleCost;
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public ResolutionTrack ResolutionTrack => resolutionTrack;
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public bool DistroExclusive => distroExclusive;
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public CardDefinition UpgradeTarget => upgradeTarget;
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public IReadOnlyList<CardEffectDefinition> Effects => effects;
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}
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}
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