Move weapon effect binding behind runtime owner
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parent
f151ecedc1
commit
63fe87a91b
9 changed files with 40 additions and 32 deletions
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@ -137,6 +137,7 @@ public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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{
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if(!_firing && !_reloading)
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{
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UpdateStats();
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_firing = true;
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OnStartFiring?.Invoke();
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}
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@ -69,6 +69,7 @@ public abstract class Weapon : Behavior, IActivatedBehavior
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public abstract int Ammo { get; }
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public WeaponData WeaponData => _data;
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public DamageType DamageType { get; }
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public string EffectPrefab { get; }
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public float Damage { get; protected set; }
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public float Penetration { get; protected set; }
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@ -92,12 +93,14 @@ public abstract class Weapon : Behavior, IActivatedBehavior
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{
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_data = data;
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DamageType = data.DamageType;
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EffectPrefab = data.EffectPrefab ?? "";
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}
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public Weapon(WeaponData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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DamageType = data.DamageType;
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EffectPrefab = data.EffectPrefab ?? "";
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}
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protected virtual void UpdateStats()
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