Move weapon effect binding behind runtime owner

This commit is contained in:
Meta Vens 2026-06-14 17:43:42 +01:00
commit 63fe87a91b
9 changed files with 40 additions and 32 deletions

View file

@ -137,6 +137,7 @@ public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior
{
if(!_firing && !_reloading)
{
UpdateStats();
_firing = true;
OnStartFiring?.Invoke();
}

View file

@ -69,6 +69,7 @@ public abstract class Weapon : Behavior, IActivatedBehavior
public abstract int Ammo { get; }
public WeaponData WeaponData => _data;
public DamageType DamageType { get; }
public string EffectPrefab { get; }
public float Damage { get; protected set; }
public float Penetration { get; protected set; }
@ -92,12 +93,14 @@ public abstract class Weapon : Behavior, IActivatedBehavior
{
_data = data;
DamageType = data.DamageType;
EffectPrefab = data.EffectPrefab ?? "";
}
public Weapon(WeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
DamageType = data.DamageType;
EffectPrefab = data.EffectPrefab ?? "";
}
protected virtual void UpdateStats()