Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Melee/MeleeWeaponComponent.cs
mirrorcult f744b655b8 Refactor MeleeWeaponComponent and related comps to be ECS (#4133)
* move everything to MeleeWeaponSystem

* refactor MeleeChemicalInjector

* hypospray and flash refactor

* stunbaton refactor

* bugfixes

* flash afterinteract

* resolve issues

* props

* playing the slots

* MeleeInteractEvent + bugfixes

* spear can actually use MeleeChemicalInjector
2021-06-05 09:20:52 +02:00

62 lines
1.9 KiB
C#

using System;
using Content.Shared.Damage;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
[RegisterComponent]
public class MeleeWeaponComponent : Component
{
public override string Name => "MeleeWeapon";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("hitSound")]
public string HitSound { get; set; } = "/Audio/Weapons/genhit1.ogg";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("missSound")]
public string MissSound { get; set; } = "/Audio/Weapons/punchmiss.ogg";
[ViewVariables]
[DataField("arcCooldownTime")]
public float ArcCooldownTime { get; } = 1f;
[ViewVariables]
[DataField("cooldownTime")]
public float CooldownTime { get; } = 1f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clickArc")]
public string ClickArc { get; set; } = "punch";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("arc")]
public string Arc { get; set; } = "default";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("arcwidth")]
public float ArcWidth { get; set; } = 90;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("range")]
public float Range { get; set; } = 1;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("damage")]
public int Damage { get; set; } = 5;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("damageType")]
public DamageType DamageType { get; set; } = DamageType.Blunt;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clickAttackEffect")]
public bool ClickAttackEffect { get; set; } = true;
public TimeSpan LastAttackTime;
public TimeSpan CooldownEnd;
}
}