//Weapon - Projectile public Item(int id, string title, Sprite image, Defs.ItemCategory category, int stackLimit, float weight, Defs.WeaponType weaponType, GameObject weaponObject, AudioClip[] windupSound, AudioClip[] releaseSound, AudioClip[] hitSound, AudioClip[] flightSound, Effector costEffector, Effector selfEffector, Effector selfOnHitEffector, Effector targetEffector, float windupTime, float strikeTime, float recoveryTime, GameObject projectileObject, float range, float speed, int targetLimit) { //Required this.ID = id; this.Title = title; this.Image = image; this.Category = category; this.StackLimit = stackLimit; this.Weight = weight; //Effectors this.CostEffector = costEffector; this.SelfEffector = selfEffector; this.SelfOnHitEffector = selfOnHitEffector; this.TargetEffector = targetEffector; //Weapon Specific this.WeaponType = weaponType; this.WeaponObject = weaponObject; //General this.WindupSound = windupSound; this.StrikeSound = releaseSound; this.HitSound = hitSound; this.WindupTime = windupTime; this.StrikeTime = strikeTime; this.RecoveryTime = recoveryTime; //Projectile this.ProjectileObject = projectileObject; this.FlightSound = flightSound; this.Range = range; this.Speed = speed; this.TargetLimit = targetLimit; }
//Weapon - Shield public Item(int id, string title, Sprite image, Defs.ItemCategory category, int stackLimit, float weight, Defs.WeaponType weaponType, GameObject weaponObject, AudioClip[] windupSound, AudioClip[] strikeSound, Effector costEffector, Effector selfEffector, Effector selfOnHitEffector, Effector targetEffector, float windupTime, float strikeTime, float recoveryTime, AudioClip[] blockSound, int blockAngle) { //Required this.ID = id; this.Title = title; this.Image = image; this.Category = category; this.StackLimit = stackLimit; this.Weight = weight; //Effectors this.CostEffector = costEffector; this.SelfEffector = selfEffector; this.SelfOnHitEffector = selfOnHitEffector; this.TargetEffector = targetEffector; //Weapon Specific this.WeaponType = weaponType; this.WeaponObject = weaponObject; //General this.WindupSound = windupSound; this.StrikeSound = strikeSound; this.WindupTime = windupTime; this.StrikeTime = strikeTime; this.RecoveryTime = recoveryTime; //Shield this.BlockSound = blockSound; this.BlockAngle = blockAngle; }
//Consumeable public Item(int id, string title, Sprite image, Defs.ItemCategory category, int stackLimit, float weight, Effector costEffector, Effector selfEffector, Effector selfOnHitEffector, Effector targetEffector, float usageDelay, bool isProjectileWeapon, GameObject projectileObject, float range, float speed, int targetLimit) { //Required this.ID = id; this.Title = title; this.Image = image; this.Category = category; this.StackLimit = stackLimit; this.Weight = weight; //Effectors this.CostEffector = costEffector; this.SelfEffector = selfEffector; this.SelfOnHitEffector = selfOnHitEffector; this.TargetEffector = targetEffector; //Consumeable Specific this.UsageDelay = usageDelay; this.IsProjectileWeapon = isProjectileWeapon; //Projectile Specific this.ProjectileObject = projectileObject; this.Range = range; this.Speed = speed; this.TargetLimit = targetLimit; }