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); }