using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class InstantWeaponEffectManager : MonoBehaviour
{
// Cut 3 (docs/fire-control-cut.md): shotId is FireControl.Fire's ShotId (docs/fire-control-cut.md, 0b
// table) -- the presentation's handle onto Zone.ShotCommitted / ShotResolved for this specific shot.
// Implementations apply nothing; they perform whatever the shot's outcome says once it resolves.
public abstract void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId);
}