Class Weapon
Equippable, drawable Item.
Inherited Members
Namespace: Mannequin.Bindings
Assembly: Collapse.dll
Syntax
public class Weapon : Equippable
Constructors
Weapon(String)
Create a new Weapon based on an existing game asset (see data/items/weapons)
Declaration
public Weapon(string asset)
Parameters
Type | Name | Description |
---|---|---|
System.String | asset |
Properties
AdditionalBulletsPerShot
The number of additional bullets to shoot per shot
Declaration
public int AdditionalBulletsPerShot { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
AdditionalBulletsSpread
The spread of the additional bullets defined in AdditionalBulletsPerShot
Declaration
public int AdditionalBulletsSpread { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
BaseDamage
This weapon's base damage amount
Declaration
public int BaseDamage { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
BulletSpeed
The speed of bullets fired from this Weapon
Declaration
public int BulletSpeed { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
BulletSprite
The sprite of bullets fired from this
Declaration
public Texture BulletSprite { get; set; }
Property Value
Type | Description |
---|---|
Texture |
CriticalChance
The chance of getting a critical hit
Declaration
public int CriticalChance { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
DamageVariance
Declaration
public int DamageVariance { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
HasBulletTrail
Whether this weapon's bullets have a trail or not
Declaration
public bool HasBulletTrail { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
HitSFX
The Sound to play when this Weapon hits
Declaration
public Sound HitSFX { get; set; }
Property Value
Type | Description |
---|---|
Sound |
IdealAmmoCountToCarry
The amount of ammo each Survivor will attempt to pick up
Declaration
public int IdealAmmoCountToCarry { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
MagazineSize
The size of a magazine
Declaration
public int MagazineSize { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
MaxRange
This weapon's maximum range
Declaration
public int MaxRange { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
MaxRangeAccuracy
This weapon's accuracy at maximum range
Declaration
public float MaxRangeAccuracy { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
MinRange
This weapon's minimum range
Declaration
public int MinRange { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
MinRangeAccuracy
This weapon's accuracy at minimum range
Declaration
public float MinRangeAccuracy { get; set; }
Property Value
Type | Description |
---|---|
System.Single |
RateOfFire
This weapon's fire rate
Declaration
public int RateOfFire { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
ReloadSFX
The Sound to play when this Weapon is reloading
Declaration
public Sound ReloadSFX { get; set; }
Property Value
Type | Description |
---|---|
Sound |
ReloadTime
The time it takes to reload this Weapon
Declaration
public int ReloadTime { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
ShootSFX
The Sound to play when this Weapon is fired.
Declaration
public Sound ShootSFX { get; set; }
Property Value
Type | Description |
---|---|
Sound |
SplashDamageLossFromDistance
Splash damage reduction. The target tile will receive the base damage, and then tiles around the target tile will receive the base damage - (SplashDamageLossFromDistance * number of tiles away)
Declaration
public int SplashDamageLossFromDistance { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
SplashDamageRange
The range splash damage has (i.e. with RPGs)
Declaration
public int SplashDamageRange { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
WeaponType
This weapon's type.
Declaration
public EWeaponType WeaponType { get; set; }
Property Value
Type | Description |
---|---|
EWeaponType |
Methods
Combine(Weapon)
Clones this Weapon and combines its stats with another.
Declaration
public Weapon Combine(Weapon added)
Parameters
Type | Name | Description |
---|---|---|
Weapon | added | The weapon to combine with |
Returns
Type | Description |
---|---|
Weapon | A cloned Weapon with its stats combined. |
IsReadyToFire(Agent)
Whether the Agent carrying this Weapon can be fire the Weapon or not.
Declaration
public bool IsReadyToFire(Agent agent)
Parameters
Type | Name | Description |
---|---|---|
Agent | agent | The Agent carrying this weapon |
Returns
Type | Description |
---|---|
System.Boolean | Whether the Weapon can be fired or not |
Reload(Agent)
Tell an Agent holding this Weapon to reload it.
Declaration
public bool Reload(Agent agent)
Parameters
Type | Name | Description |
---|---|---|
Agent | agent | The Agent carrying this weapon |
Returns
Type | Description |
---|---|
System.Boolean | Whether this weapon was successfully reloaded or not |