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