This commit is contained in:
2026-11-04 15:51:04 +01:00
parent d21f0c9b6c
commit cd65f702ae
111 changed files with 246848 additions and 1021 deletions

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using UnityEngine;
using Arena.Characters;
namespace Arena.Interactions
{
/// <summary>
/// Gives ammo to the player. Apply is meant to be linked to a PlayerEvent.
/// </summary>
public class AmmoEffect : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Ammo given to the player.")]
[Min(1)] public int Amount = 10;
}
#region Fields
[SerializeField] private Settings _settings;
#endregion
#region Public Methods
public void Apply()
{
if (Player.Instance != null)
Player.Instance.Launcher.AddAmmo(_settings.Amount);
}
#endregion
}
}

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fileFormatVersion: 2
guid: 3831749972a75dc4dbe47f8a551785fc

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using UnityEngine;
namespace Arena.Combat
{
/// <summary>
/// Everything a hit carries: amount, type and source. Passed to IDamageable.TakeDamage.
/// </summary>
public readonly struct DamageInfo
{
public readonly int Amount;
public readonly DamageType Type;
/// <summary>
/// Object that dealt the damage: shooter, damage zone... Can be null.
/// </summary>
public readonly GameObject Source;
public DamageInfo(int amount, DamageType type, GameObject source = null)
{
Amount = amount;
Type = type;
Source = source;
}
}
}

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fileFormatVersion: 2
guid: 2876a0af3a1b47e4dbd254a5fdb33f9f

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namespace Arena.Combat
{
/// <summary>
/// Nature of a damage, carried by a DamageInfo.
/// </summary>
public enum DamageType
{
Physical,
Energy,
Digital
}
}

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fileFormatVersion: 2
guid: 9f2a3b56adabf304a994febc81bd5489

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using System.Collections.Generic;
using UnityEngine;
namespace Arena.Combat
{
/// <summary>
/// Sphere that damages every IDamageable inside it, less and less towards its edge.
/// Continuous: hits every tick while a target stays inside (contact damage, toxic area).
/// Instant: hits everything in the radius once, when Explode is called (explosion).
/// </summary>
[RequireComponent(typeof(SphereCollider), typeof(Rigidbody))]
public class DamageZone : MonoBehaviour
{
public enum Mode
{
Continuous,
Instant
}
[System.Serializable]
private class Settings
{
[Tooltip("Continuous: damage every tick while a target stays inside. Instant: one hit on everything in the radius, when Explode is called.")]
public Mode Mode;
[Tooltip("Damage at the center of the sphere.")]
[Min(0)] public int Damage = 10;
public DamageType DamageType;
[Tooltip("Damage multiplier by distance to the center. 0: center, 1: edge of the sphere.")]
public AnimationCurve Falloff = AnimationCurve.Linear(0f, 1f, 1f, 0f);
[Tooltip("Continuous mode: time between two hits on the same target, in seconds.")]
[Min(0.05f)] public float TickInterval = 0.5f;
[Tooltip("Instant mode: explode as soon as the object is enabled, for an explosion prefab.")]
public bool ExplodeOnEnable = true;
}
[System.Serializable]
private struct References
{
public SphereCollider Zone;
[Tooltip("Never hurt by the zone and given as damage source, usually the object that carries it.")]
public GameObject Owner;
}
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
private readonly Dictionary<IDamageable, float> _nextHitTimes = new Dictionary<IDamageable, float>();
private readonly HashSet<IDamageable> _explosionTargets = new HashSet<IDamageable>();
#endregion
#region UNITY LIFECYCLES
void Reset()
{
// Called when the component is added: a trigger sphere that physics can detect
_references.Zone = GetComponent<SphereCollider>();
_references.Zone.isTrigger = true;
GetComponent<Rigidbody>().isKinematic = true;
}
void OnEnable()
{
if (_settings.Mode == Mode.Instant && _settings.ExplodeOnEnable)
Explode();
}
void OnDisable()
{
_nextHitTimes.Clear();
}
void OnTriggerStay(Collider other)
{
if (_settings.Mode != Mode.Continuous || !TryGetTarget(other, out IDamageable target))
return;
if (_nextHitTimes.TryGetValue(target, out float nextHitTime) && Time.time < nextHitTime)
return;
_nextHitTimes[target] = Time.time + _settings.TickInterval;
Hit(target, other.transform.position);
}
void OnTriggerExit(Collider other)
{
if (TryGetTarget(other, out IDamageable target))
_nextHitTimes.Remove(target);
}
void OnDrawGizmosSelected()
{
if (!_references.Zone)
return;
Gizmos.color = new Color(1f, 0.45f, 0.35f, 0.8f);
Gizmos.DrawWireSphere(GetCenter(), GetRadius());
}
#endregion
#region PUBLIC METHODS
/// <summary>
/// Hits once every IDamageable in the radius. Can be linked to a UnityEvent.
/// </summary>
public void Explode()
{
_explosionTargets.Clear();
Collider[] colliders = Physics.OverlapSphere(GetCenter(), GetRadius(), ~0, QueryTriggerInteraction.Ignore);
foreach (Collider other in colliders)
{
// A target with several colliders is hit only once
if (TryGetTarget(other, out IDamageable target) && _explosionTargets.Add(target))
Hit(target, other.transform.position);
}
}
#endregion
#region PRIVATE METHODS
private bool TryGetTarget(Collider other, out IDamageable target)
{
target = other.GetComponentInParent<IDamageable>();
if (target == null)
return false;
// The owner never hurts itself
return !_references.Owner || ((Component)target).gameObject != _references.Owner;
}
private void Hit(IDamageable target, Vector3 targetPosition)
{
float distance = Vector3.Distance(GetCenter(), targetPosition);
float falloff = _settings.Falloff.Evaluate(Mathf.Clamp01(distance / GetRadius()));
int amount = Mathf.RoundToInt(_settings.Damage * falloff);
if (amount <= 0)
return;
GameObject source = _references.Owner ? _references.Owner : gameObject;
target.TakeDamage(new DamageInfo(amount, _settings.DamageType, source));
}
private Vector3 GetCenter()
{
return transform.TransformPoint(_references.Zone.center);
}
private float GetRadius()
{
// The sphere radius follows the largest scale axis
Vector3 scale = transform.lossyScale;
float maxScale = Mathf.Max(Mathf.Abs(scale.x), Mathf.Abs(scale.y), Mathf.Abs(scale.z));
return Mathf.Max(_references.Zone.radius * maxScale, 0.01f);
}
#endregion
}
}

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fileFormatVersion: 2
guid: 86310e0cb69dcf54cb7343a4e704cb12

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using System;
using UnityEngine;
namespace Arena.Combat
{
/// <summary>
/// Object destroyed when its health points reach zero: crate, barrel, turret...
/// Raises OnDestroyed, spawns an optional prefab (debris, explosion with an instant DamageZone), then disappears.
/// </summary>
public class Destructible : MonoBehaviour, IDamageable
{
[System.Serializable]
private class Settings
{
[Tooltip("Optional prefab spawned in place of the object: debris, explosion...")]
public GameObject SpawnOnDestroyed;
}
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private Health _health;
/// <summary>
/// Raised once, when the object is destroyed by damage.
/// </summary>
public event Action<Destructible> OnDestroyed;
public Health Health => _health;
#endregion
#region UNITY LIFECYCLES
void Awake()
{
_health.Initialize();
_health.OnDied += HandleDied;
}
void OnDestroy()
{
_health.OnDied -= HandleDied;
}
#endregion
#region PUBLIC METHODS
public void TakeDamage(DamageInfo damage)
{
_health.TakeDamage(damage);
}
#endregion
#region PRIVATE METHODS
private void HandleDied()
{
OnDestroyed?.Invoke(this);
if (_settings.SpawnOnDestroyed)
Instantiate(_settings.SpawnOnDestroyed, transform.position, transform.rotation);
Destroy(gameObject);
}
#if UNITY_EDITOR
[ContextMenu("Debug/Take 25 Physical Damage")]
private void DebugTakeDamage()
{
TakeDamage(new DamageInfo(25, DamageType.Physical, gameObject));
}
#endif
#endregion
}
}

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fileFormatVersion: 2
guid: a59b2dd5620afef449293e11a903ae07

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using UnityEngine;
using Arena.Characters;
namespace Arena.Interactions
{
/// <summary>
/// Heals the player. Apply is meant to be linked to a PlayerEvent.
/// </summary>
public class HealEffect : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Hit points given to the player.")]
[Min(1)] public int Amount = 25;
}
#region Fields
[SerializeField] private Settings _settings;
#endregion
#region Public Methods
public void Apply()
{
if (Player.Instance != null)
Player.Instance.Health.Heal(_settings.Amount);
}
#endregion
}
}

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fileFormatVersion: 2
guid: 3b9353836241da04e9bb64cc87f89745

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@@ -3,81 +3,85 @@ using UnityEngine;
namespace Arena.Combat
{
/// <summary>
/// Hit points of an entity. Serialized inside the component that owns it (Player, Enemy),
/// which calls Initialize in its Awake.
/// </summary>
[System.Serializable]
public class Health
{
#region Fields
/// <summary>
/// Health points of an entity. Serialized inside the component that owns it (Player, Destructible),
/// which calls Initialize in its Awake.
/// </summary>
[System.Serializable]
public class Health
{
#region FIELDS
[Tooltip("Hit points when full.")]
[Min(1)] public int Max = 100;
[Tooltip("Health points when full.")]
[Min(1)] public int Max = 100;
[Tooltip("Current hit points, visible for debugging.")]
[SerializeField] private int _current;
[Tooltip("Current health points, visible for debugging.")]
[SerializeField] private int _current;
/// <summary>
/// Raised with the current and max hit points each time they change.
/// </summary>
public event Action<int, int> OnChange;
/// <summary>
/// Raised with the current and max health points each time they change.
/// </summary>
public event Action<int, int> OnChange;
/// <summary>
/// Raised once, when the hit points reach zero.
/// </summary>
public event Action OnDied;
/// <summary>
/// Raised once, when the health points reach zero.
/// </summary>
public event Action OnDied;
public int Current => _current;
public bool IsDead => _current <= 0;
public int Current => _current;
public bool IsDead => _current <= 0;
#endregion
#endregion
#region Public Methods
#region PUBLIC METHODS
/// <summary>
/// Fills the hit points. Called by the owner in its Awake.
/// </summary>
public void Initialize()
{
SetCurrent(Max);
}
/// <summary>
/// Fills the health points. Called by the owner in its Awake.
/// </summary>
public void Initialize()
{
SetCurrent(Max);
}
/// <summary>
/// Removes hit points and raises OnDied the first time they reach zero.
/// </summary>
public void TakeDamage(int amount)
{
if (IsDead || amount <= 0)
return;
/// <summary>
/// Removes health points and raises OnDied the first time they reach zero.
/// Returns the health points actually removed.
/// </summary>
public int TakeDamage(DamageInfo damage)
{
if (IsDead || damage.Amount <= 0)
return 0;
SetCurrent(_current - amount);
int previous = _current;
SetCurrent(_current - damage.Amount);
if (IsDead)
OnDied?.Invoke();
}
if (IsDead)
OnDied?.Invoke();
/// <summary>
/// Gives hit points back without exceeding Max. Has no effect once dead.
/// </summary>
public void Heal(int amount)
{
if (IsDead || amount <= 0)
return;
return previous - _current;
}
SetCurrent(_current + amount);
}
/// <summary>
/// Gives health points back without exceeding Max. Has no effect once dead.
/// </summary>
public void Heal(int amount)
{
if (IsDead || amount <= 0)
return;
#endregion
SetCurrent(_current + amount);
}
#region Private Methods
#endregion
private void SetCurrent(int value)
{
_current = Mathf.Clamp(value, 0, Max);
OnChange?.Invoke(_current, Max);
}
#region PRIVATE METHODS
#endregion
}
private void SetCurrent(int value)
{
_current = Mathf.Clamp(value, 0, Max);
OnChange?.Invoke(_current, Max);
}
#endregion
}
}

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namespace Arena.Combat
{
/// <summary>
/// Anything that can receive damage: player, enemy, destructible object.
/// </summary>
public interface IDamageable
{
void TakeDamage(int amount);
}
/// <summary>
/// Anything that can receive damage: player, destructible object.
/// </summary>
public interface IDamageable
{
void TakeDamage(DamageInfo damage);
}
}

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namespace Arena.Combat
{
/// <summary>
/// Moves straight ahead and damages the first IDamageable it touches.
/// Needs a trigger collider and a kinematic Rigidbody.
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class Projectile : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Speed, in meters per second.")]
[Min(0f)] public float Speed = 20f;
/// <summary>
/// Moves straight ahead and damages the first IDamageable it touches.
/// Needs a trigger collider and a kinematic Rigidbody.
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class Projectile : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Speed, in meters per second.")]
[Min(0f)] public float Speed = 20f;
[Tooltip("Time before an unused projectile is destroyed, in seconds.")]
[Min(0.1f)] public float Lifetime = 2f;
}
[Tooltip("Time before an unused projectile is destroyed, in seconds.")]
[Min(0.1f)] public float Lifetime = 2f;
}
#region Fields
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private Settings _settings;
private int _damage;
private GameObject _owner;
private DamageInfo _damage;
#endregion
#endregion
#region Unity Lifecycle
#region UNITY LIFECYCLES
private void Update()
{
transform.position += transform.forward * _settings.Speed * Time.deltaTime;
}
private void Update()
{
transform.position += transform.forward * _settings.Speed * Time.deltaTime;
}
private void OnTriggerEnter(Collider other)
{
// Ignore the shooter and the other trigger zones
if (other.isTrigger || other.gameObject == _owner)
return;
private void OnTriggerEnter(Collider other)
{
// Ignore the shooter and the other trigger zones
if (other.isTrigger || other.gameObject == _damage.Source)
return;
if (other.TryGetComponent(out IDamageable target))
target.TakeDamage(_damage);
if (other.TryGetComponent(out IDamageable target))
target.TakeDamage(_damage);
Destroy(gameObject);
}
Destroy(gameObject);
}
#endregion
#endregion
#region Public Methods
#region PUBLIC METHODS
/// <summary>
/// Starts the projectile. Called right after Instantiate by whoever fires it.
/// </summary>
/// <param name="damage">Damage dealt to the IDamageable it touches.</param>
/// <param name="owner">Shooter, ignored by the projectile.</param>
public void Launch(int damage, GameObject owner)
{
_damage = damage;
_owner = owner;
Destroy(gameObject, _settings.Lifetime);
}
/// <summary>
/// Starts the projectile. Called right after Instantiate by whoever fires it.
/// </summary>
/// <param name="damage">Damage dealt to the IDamageable it touches. Its source is the shooter, ignored by the projectile.</param>
public void Launch(DamageInfo damage)
{
_damage = damage;
Destroy(gameObject, _settings.Lifetime);
}
#endregion
}
#endregion
}
}

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namespace Arena.Combat
{
/// <summary>
/// Fires projectiles from a muzzle, limited by the fire interval and the ammo count.
/// Placed on the root of the shooter, which the projectiles ignore.
/// </summary>
public class ProjectileLauncher : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Weapon data: damage, fire interval, ammo, projectile.")]
public WeaponData Weapon;
}
/// <summary>
/// Fires projectiles from a muzzle, limited by the fire interval and the ammo count.
/// Placed on the root of the shooter, which the projectiles ignore.
/// </summary>
public class ProjectileLauncher : MonoBehaviour
{
[System.Serializable]
public class Settings
{
[Tooltip("Weapon data: damage, fire interval, ammo, projectile.")]
public WeaponData Weapon;
}
[System.Serializable]
public struct References
{
[Tooltip("Spawn point of the projectiles. Its forward axis gives the direction.")]
public Transform Muzzle;
}
[System.Serializable]
public struct References
{
[Tooltip("Spawn point of the projectiles. Its forward axis gives the direction.")]
public Transform Muzzle;
}
[System.Serializable]
public class StateContainer
{
public int Ammo;
}
[System.Serializable]
public class StateContainer
{
public int Ammo;
}
#region Fields
#region FIELDS
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
[SerializeField] private Settings _settings;
[SerializeField] private References _references;
[SerializeField] private StateContainer _state;
/// <summary>
/// Raised with the current and max ammo each time the ammo changes.
/// </summary>
public event Action<int, int> OnAmmoChange;
/// <summary>
/// Raised with the current and max ammo each time the ammo changes.
/// </summary>
public event Action<int, int> OnAmmoChange;
public StateContainer State => _state;
public int MaxAmmo => _settings.Weapon.MaxAmmo;
public StateContainer State => _state;
public int MaxAmmo => _settings.Weapon.MaxAmmo;
private float _nextFireTime;
private float _nextFireTime;
#endregion
#endregion
#region Unity Lifecycle
#region UNITY LIFECYCLES
private void Awake()
{
_state.Ammo = MaxAmmo;
}
private void Awake()
{
_state.Ammo = MaxAmmo;
}
#endregion
#endregion
#region Public Methods
#region PUBLIC METHODS
/// <summary>
/// Fires one projectile if the weapon is ready and has ammo. Returns true if a shot was fired.
/// </summary>
public bool TryFire()
{
if (Time.time < _nextFireTime || _state.Ammo <= 0)
return false;
/// <summary>
/// Fires one projectile if the weapon is ready and has ammo. Returns true if a shot was fired.
/// </summary>
public bool TryFire()
{
if (Time.time < _nextFireTime || _state.Ammo <= 0)
return false;
_nextFireTime = Time.time + _settings.Weapon.FireInterval;
SetAmmo(_state.Ammo - 1);
_nextFireTime = Time.time + _settings.Weapon.FireInterval;
Transform muzzle = _references.Muzzle;
Projectile projectile = Instantiate(_settings.Weapon.ProjectilePrefab, muzzle.position, muzzle.rotation);
projectile.Launch(_settings.Weapon.Damage, gameObject);
return true;
}
SetAmmo(_state.Ammo - 1);
/// <summary>
/// Adds ammo without exceeding the weapon maximum.
/// </summary>
public void AddAmmo(int amount)
{
if (amount <= 0)
return;
Transform muzzle = _references.Muzzle;
Projectile projectile = Instantiate(_settings.Weapon.ProjectilePrefab, muzzle.position, muzzle.rotation);
projectile.Launch(new DamageInfo(_settings.Weapon.Damage, _settings.Weapon.DamageType, gameObject));
return true;
}
SetAmmo(Mathf.Min(_state.Ammo + amount, MaxAmmo));
}
/// <summary>
/// Adds ammo without exceeding the weapon maximum.
/// </summary>
public void AddAmmo(int amount)
{
if (amount <= 0)
return;
#endregion
SetAmmo(Mathf.Min(_state.Ammo + amount, MaxAmmo));
}
#region Private Methods
#endregion
private void SetAmmo(int value)
{
_state.Ammo = value;
OnAmmoChange?.Invoke(_state.Ammo, MaxAmmo);
}
#region PRIVATE METHODS
[ContextMenu("Debug/Try Fire")]
private void DebugTryFire()
{
TryFire();
}
private void SetAmmo(int value)
{
_state.Ammo = value;
OnAmmoChange?.Invoke(_state.Ammo, MaxAmmo);
}
#endregion
}
[ContextMenu("Debug/Try Fire")]
private void DebugTryFire()
{
TryFire();
}
#endregion
}
}

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using UnityEngine;
using Arena.Characters;
namespace Arena.UI
{
/// <summary>
/// Single entry point of the UI: connects the views to the player and switches screens.
/// </summary>
public class UiManager : MonoBehaviour
{
[System.Serializable]
public struct References
{
[Tooltip("In-game screen: health, ammo.")]
public GameObject Hud;
public HealthView HealthView;
public AmmoView AmmoView;
public GameOverView GameOverView;
}
#region Fields
[SerializeField] private References _references;
private Player _player;
#endregion
#region Unity Lifecycle
private void Start()
{
// Start: every Awake has run, so Player.Instance is set
_player = Player.Instance;
if (_player == null)
{
Debug.LogError("UiManager: no Player in the scene.");
return;
}
_references.HealthView.Bind(_player.Health);
_references.AmmoView.Bind(_player.Launcher);
_player.Health.OnDied += HandlePlayerDied;
_references.Hud.SetActive(true);
_references.GameOverView.Hide();
}
private void OnDestroy()
{
if (_player != null)
_player.Health.OnDied -= HandlePlayerDied;
}
#endregion
#region Private Methods
private void HandlePlayerDied()
{
_references.Hud.SetActive(false);
_references.GameOverView.Show();
}
#endregion
}
}

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fileFormatVersion: 2
guid: 4c6cb5ac8e4f8d0479afda241378ff0b

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@@ -2,31 +2,35 @@ using UnityEngine;
namespace Arena.Combat
{
/// <summary>
/// Settings of a weapon, shared by every launcher that uses it.
/// </summary>
[CreateAssetMenu(fileName = "WeaponData_new", menuName = "Arena/Combat/Weapon Data")]
public class WeaponData : ScriptableObject
{
#region Fields
/// <summary>
/// Settings of a weapon, shared by every launcher that uses it.
/// </summary>
[CreateAssetMenu(fileName = "WeaponData_new", menuName = "Arena/Combat/Weapon Data")]
public class WeaponData : ScriptableObject
{
#region FIELDS
[Tooltip("Damage dealt by one projectile.")]
[SerializeField, Min(0)] private int _damage = 10;
[Tooltip("Damage dealt by one projectile.")]
[SerializeField, Min(0)] private int _damage = 10;
[Tooltip("Time between two shots, in seconds.")]
[SerializeField, Min(0.05f)] private float _fireInterval = 0.2f;
[Tooltip("Type of the damage dealt by the projectiles.")]
[SerializeField] private DamageType _damageType;
[Tooltip("Ammo when the weapon is full.")]
[SerializeField, Min(1)] private int _maxAmmo = 30;
[Tooltip("Time between two shots, in seconds.")]
[SerializeField, Min(0.05f)] private float _fireInterval = 0.2f;
[Tooltip("Prefab fired by the weapon.")]
[SerializeField] private Projectile _projectilePrefab;
[Tooltip("Ammo when the weapon is full.")]
[SerializeField, Min(1)] private int _maxAmmo = 30;
public int Damage => _damage;
public float FireInterval => _fireInterval;
public int MaxAmmo => _maxAmmo;
public Projectile ProjectilePrefab => _projectilePrefab;
[Tooltip("Prefab fired by the weapon.")]
[SerializeField] private Projectile _projectilePrefab;
#endregion
}
public int Damage => _damage;
public DamageType DamageType => _damageType;
public float FireInterval => _fireInterval;
public int MaxAmmo => _maxAmmo;
public Projectile ProjectilePrefab => _projectilePrefab;
#endregion
}
}