Aetheria/Assets/Scripts/ServerShared/Behaviors/Weapon.cs
hyperion51 8cd4ea3dc5 Massive Item Behavior Refactoring
Item behaviors are now separated into more granular units, allowing designers to create more interesting items by combining behaviors
2020-05-12 01:42:13 +01:00

22 lines
No EOL
697 B
C#

using MessagePack;
using Newtonsoft.Json;
[Union(0, typeof(ProjectileWeaponData)),
Union(1, typeof(LauncherData))]
public abstract class WeaponData : BehaviorData
{
[InspectableField, JsonProperty("damageType"), Key(1)]
public DamageType DamageType;
[InspectableField, JsonProperty("damage"), Key(2)]
public PerformanceStat Damage = new PerformanceStat();
[InspectableField, JsonProperty("range"), Key(3)]
public PerformanceStat Range = new PerformanceStat();
[InspectableField, JsonProperty("burstCount"), Key(4)]
public int BurstCount;
[InspectableField, JsonProperty("burstTime"), Key(5)]
public PerformanceStat BurstTime = new PerformanceStat();
}