Basic projectile implementation (put sample version in FilthEaterModelView)
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@@ -10,21 +10,14 @@ public class DefenseComponent : IDefenseComponent
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public IAutoProp<int> MaximumDefense => _maximumDefense;
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public IAutoProp<int> BonusDefense => _bonusDefense;
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private readonly AutoProp<int> _currentDefense;
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private readonly AutoProp<int> _maximumDefense;
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private readonly AutoProp<int> _bonusDefense;
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public int TotalDefense => CurrentDefense.Value + BonusDefense.Value;
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public DefenseComponent(int defenseValue)
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{
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_maximumDefense = new AutoProp<int>(defenseValue);
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_currentDefense = new AutoProp<int>(defenseValue);
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_bonusDefense = new AutoProp<int>(0);
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}
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public void Restore(int restoreAmount)
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@@ -50,14 +43,4 @@ public class DefenseComponent : IDefenseComponent
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_maximumDefense.OnNext(raiseAmount);
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Restore(raiseAmount);
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}
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public void RaiseBonusDefense(int raiseAmount)
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{
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_bonusDefense.OnNext(_bonusDefense.Value + raiseAmount);
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}
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public void ResetBonusDefense()
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{
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_bonusDefense.OnNext(0);
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}
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}
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@@ -1,5 +1,6 @@
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using Chickensoft.Collections;
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using Zennysoft.Ma.Adapter;
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using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Game.Ma;
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public class EquipmentComponent : IEquipmentComponent
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@@ -26,6 +27,8 @@ public class EquipmentComponent : IEquipmentComponent
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public int BonusLuck => _equippedWeapon.Value.BonusLuck + _equippedArmor.Value.BonusLuck + _equippedAccessory.Value.BonusLuck;
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public ElementalResistanceSet ElementalResistance => _equippedWeapon.Value.ElementalResistance + _equippedArmor.Value.ElementalResistance + _equippedAccessory.Value.ElementalResistance;
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public EquipmentComponent()
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{
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_equippedWeapon = new AutoProp<EquipableItem>(new Weapon());
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