namespace TPSBR { using System; using UnityEngine; [Serializable] public sealed class ProjectileDamage { public float Damage = 10f; public float MaxDistance = 300f; public float FullDamageDistance = 80f; public float GetDamage(float distance) { if (distance < FullDamageDistance) return Damage; if (FullDamageDistance >= MaxDistance) return Damage; return Mathf.Lerp(Damage, 0f, (distance - FullDamageDistance) / (MaxDistance - FullDamageDistance)); } } }