using System.Collections; using System.Collections.Generic; using UnityEngine; public class Weapon : MonoBehaviour { public enum weaponKinds { Rifle, Pistole, Knife, Granade } [SerializeField] weaponKinds weaponKind; [SerializeField] bool active = false; [SerializeField] int damage = 0; [SerializeField] float firerate = 0; [SerializeField] int roundsPerShot = 1; [SerializeField] float recoilStrength = 0; [SerializeField] int currentAmmunition = 0; [SerializeField] int magazinSize = 0; [SerializeField] int totalAmmunition = 0; [SerializeField] GameObject bulletExit; [SerializeField] bool allowAction = true; public bool Active { get => active; set => active = value; } public weaponKinds WeaponKind { get => weaponKind; set => weaponKind = value; } public int Damage { get => damage; set => damage = value; } public float Firerate { get => firerate; set => firerate = value; } public int RoundsPerShot { get => roundsPerShot; set => roundsPerShot = value; } public float RecoilStrength { get => recoilStrength; set => recoilStrength = value; } public int CurrentAmmunition { get => currentAmmunition; set => currentAmmunition = value; } public int MagazinSize { get => magazinSize; set => magazinSize = value; } public int TotalAmmunition { get => totalAmmunition; set => totalAmmunition = value; } public GameObject BulletExit { get => bulletExit; set => bulletExit = value; } public bool AllowAction { get => allowAction; set => allowAction = value; } private void Start() { CurrentAmmunition = MagazinSize; } }