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22
Assets/Scripts/Prefabs/Items/GrenadeItem.cs
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22
Assets/Scripts/Prefabs/Items/GrenadeItem.cs
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using DefaultNamespace;
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using System;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace Items
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{
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[CreateAssetMenu]
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public class GrenadeItem : ItemPrefab
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{
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public AssetReferenceGameObject Template;
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}
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[Serializable]
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public class AssetReferenceGrenadeItem : AssetReferenceT<GrenadeItem>
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{
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public AssetReferenceGrenadeItem(string guid)
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: base(guid)
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{
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}
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}
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}
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3
Assets/Scripts/Prefabs/Items/GrenadeItem.cs.meta
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3
Assets/Scripts/Prefabs/Items/GrenadeItem.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 9ba7f43385c144a4890478aece8ce622
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timeCreated: 1534252299
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13
Assets/Scripts/Prefabs/Items/HealthKitItem.cs
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Assets/Scripts/Prefabs/Items/HealthKitItem.cs
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using UnityEngine;
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namespace Items
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{
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[CreateAssetMenu(menuName = "Items/Health Kit")]
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public class HealthKitItem : UsableItemPrefab, IHealItem
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{
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public float Health;
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public Sprite UseItemIcon;
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float IHealItem.Health => Health;
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}
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}
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3
Assets/Scripts/Prefabs/Items/HealthKitItem.cs.meta
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3
Assets/Scripts/Prefabs/Items/HealthKitItem.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ab6eae4632724bb09465125261e2d1b2
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timeCreated: 1532172148
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7
Assets/Scripts/Prefabs/Items/IHealItem.cs
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7
Assets/Scripts/Prefabs/Items/IHealItem.cs
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namespace Items
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{
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public interface IHealItem
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{
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float Health { get; }
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}
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}
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11
Assets/Scripts/Prefabs/Items/IHealItem.cs.meta
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11
Assets/Scripts/Prefabs/Items/IHealItem.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4417e04531545b940a12da1361cd5fb8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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55
Assets/Scripts/Prefabs/Items/RangedWeaponItem.cs
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Assets/Scripts/Prefabs/Items/RangedWeaponItem.cs
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using DefaultNamespace;
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using System;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace Items
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{
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[CreateAssetMenu]
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public class RangedWeaponItem : ItemPrefab
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{
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public AmmoPrefab AmmoType;
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public RangedWeaponPrefabAnimationData AnimationData;
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public RangedWeaponPrefabData Data = new RangedWeaponPrefabData { Accuracy = 1, AccuracyRegainSpeed = 1, DamageMultiply = 1 };
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public SoundLibrary FireSound;
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public AssetReferenceGameObject MuzzleFlash;
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public SoundLibrary OutOfAmmoSound;
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public AssetReferenceGameObject Template;
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}
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[Serializable]
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public struct RangedWeaponPrefabData
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{
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public float DamageMultiply;
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public int RateOfFire;
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public int ClipCapacity;
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public int AmmoCapacity;
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public int ReloadAmount;
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public int ProjectileCount;
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public float ScreenShake;
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[Range(0, 1)] public float Accuracy;
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public float AccuracyDegrade;
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public float AccuracyAttackTime;
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public float AccuracyRegainSpeed;
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public bool1 Automatic;
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}
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[Serializable]
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public struct RangedWeaponPrefabAnimationData
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{
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public AnimationClip HoldingAnimation;
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public AnimationClip ReloadAnimation;
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public AnimationClip FireAnimation;
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}
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[Serializable]
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public class AssetReferenceRangedWeapon : AssetReferenceT<RangedWeaponItem>
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{
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public AssetReferenceRangedWeapon(string guid)
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: base(guid)
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{
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}
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}
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}
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3
Assets/Scripts/Prefabs/Items/RangedWeaponItem.cs.meta
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3
Assets/Scripts/Prefabs/Items/RangedWeaponItem.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 4c0d81a071534a5f86b0872b841474bd
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timeCreated: 1533983435
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8
Assets/Scripts/Prefabs/Items/UsableItemPrefab.cs
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8
Assets/Scripts/Prefabs/Items/UsableItemPrefab.cs
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@ -0,0 +1,8 @@
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using DefaultNamespace;
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namespace Items
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{
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public class UsableItemPrefab : ItemPrefab
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{
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}
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}
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11
Assets/Scripts/Prefabs/Items/UsableItemPrefab.cs.meta
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11
Assets/Scripts/Prefabs/Items/UsableItemPrefab.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 27f913e197f8a384e807270f276013a1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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