Item behaviors are now separated into more granular units, allowing designers to create more interesting items by combining behaviors
22 lines
No EOL
697 B
C#
22 lines
No EOL
697 B
C#
using MessagePack;
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using Newtonsoft.Json;
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[Union(0, typeof(ProjectileWeaponData)),
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Union(1, typeof(LauncherData))]
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public abstract class WeaponData : BehaviorData
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{
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[InspectableField, JsonProperty("damageType"), Key(1)]
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public DamageType DamageType;
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[InspectableField, JsonProperty("damage"), Key(2)]
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public PerformanceStat Damage = new PerformanceStat();
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[InspectableField, JsonProperty("range"), Key(3)]
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public PerformanceStat Range = new PerformanceStat();
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[InspectableField, JsonProperty("burstCount"), Key(4)]
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public int BurstCount;
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[InspectableField, JsonProperty("burstTime"), Key(5)]
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public PerformanceStat BurstTime = new PerformanceStat();
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} |