add sniper
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@@ -50,6 +50,8 @@ namespace BITFALL.Guns
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[System.Serializable]
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public record SemiFireMode : FireMode
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{
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[SerializeField] private bool requireBoltAction;
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public bool RequireBoltAction => requireBoltAction;
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}
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/// <summary>
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/// 爆炸射击模式 BurstRound为爆炸开火时一次发射的子弹数量
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@@ -63,26 +65,20 @@ namespace BITFALL.Guns
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public int BurstRound=> brustRound;
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public float BurstFireInterval => burstFireInterval;
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}
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/// <summary>
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/// 资产化武器配置
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/// </summary>
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[System.Serializable]
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public record ArrowFireMode : FireMode
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{
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}
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public class AssetableGun : AssetableEquip
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{
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[Header(nameof(AssetableGun))]
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[SerializeReference, SubclassSelector] protected IFireMode fireMode;
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[SerializeReference, SubclassSelector] protected IFireMode fireMode = new AutoFireMode();
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[SerializeField] private int initialDamage;
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[SerializeField] private int initialBulletForce;
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[SerializeField] private int initialBulletSpeed = 128;
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[SerializeField] private int initialAimZoom = 1;
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[SerializeField] private bool isScopeAim;
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public IFireMode FireMode => fireMode;
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public int InitialBulletForce => initialBulletForce;
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public int InitialDamage => initialDamage;
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public int InitialBulletSpeed => initialBulletSpeed;
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public int InitialAimZoom => initialAimZoom;
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public bool IsScopeAim => isScopeAim;
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}
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}
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