BITFALL/Assets/Artists/Scripts/Item/AssetableGun.cs

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using System;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BITKit;
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namespace BITFALL.Guns
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{
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public class AssetableGun : AssetableEquip
{
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[Header(nameof(AssetableGun))]
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[SerializeReference, SubclassSelector] protected IFireMode fireMode = new AutoFireMode();
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[SerializeField] private int initialDamage;
[SerializeField] private int initialBulletForce;
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[SerializeField] private int initialBulletSpeed = 128;
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[SerializeField] private int initialAimZoom = 1;
[SerializeField] private bool isScopeAim;
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[SerializeField] private Optional<int> buckshot;
[SerializeField] private float initialHipFireSpread = 1;
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public IFireMode FireMode => fireMode;
public int InitialBulletForce => initialBulletForce;
public int InitialDamage => initialDamage;
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public int InitialBulletSpeed => initialBulletSpeed;
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public int InitialAimZoom => initialAimZoom;
public bool IsScopeAim => isScopeAim;
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public IOptional<int> BuckShot => buckshot;
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public float InitialHipFireSpread => initialHipFireSpread;
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}
}