Basic projectile implementation (put sample version in FilthEaterModelView)
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@@ -8,10 +8,6 @@ public interface IAttackComponent
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public IAutoProp<int> MaximumAttack { get; }
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public IAutoProp<int> BonusAttack { get; }
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public int TotalAttack { get; }
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public void Restore(int restoreAmount);
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public void Reduce(int reduceAmount);
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@@ -19,8 +15,4 @@ public interface IAttackComponent
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public void SetAttack(int attack);
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public void RaiseMaximumAttack(int raiseAmount);
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public void RaiseBonusAttack(int raiseAmount);
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public void ResetBonusAttack();
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}
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@@ -8,10 +8,6 @@ public interface IDefenseComponent
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public IAutoProp<int> MaximumDefense { get; }
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public IAutoProp<int> BonusDefense { get; }
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public int TotalDefense { get; }
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public void Restore(int restoreAmount);
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public void Reduce(int reduceAmount);
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@@ -19,8 +15,4 @@ public interface IDefenseComponent
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public void SetDefense(int attack);
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public void RaiseMaximumDefense(int raiseAmount);
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public void RaiseBonusDefense(int raiseAmount);
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public void ResetBonusDefense();
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}
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@@ -1,4 +1,5 @@
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using Chickensoft.Collections;
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using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Ma.Adapter;
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public interface IEquipmentComponent
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@@ -25,4 +26,6 @@ public interface IEquipmentComponent
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public int BonusLuck { get; }
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public ElementalResistanceSet ElementalResistance { get; }
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}
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