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CustomGunEffectData.cs
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1
using
Newtonsoft.Json;
2
using
UnityEngine;
3
4
public
class
CustomGunEffectData
:
GameSetting
.EffectData
5
{
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public
static
readonly JsonSerializerSettings
JsonSettings
=
new
JsonSerializerSettings
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{
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NullValueHandling = NullValueHandling.Ignore,
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ContractResolver =
new
GameIOContext.WritablePropertiesOnlyResolver()
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};
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public
CustomGunEffectData
()
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{
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num
= 1;
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delay
= 0.1f;
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eject
=
true
;
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firePos
=
new
Vector2(0.23f, 0.04f);
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idSprite
=
"ranged_gun"
;
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idSoundEject
=
"bullet_drop"
;
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}
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public
void
ResolveSprite
()
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{
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if
(!
idSprite
.IsEmpty())
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{
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string
spritePath =
idSprite
;
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string
name =
idSprite
;
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sprite
= ModUtil.LoadSprite(spritePath,
null
, name) ?? Resources.Load<Sprite>(
"Media/Effect/General/"
+
idSprite
) ?? Resources.Load<Sprite>(
idSprite
) ?? Resources.Load<Sprite>(
"Media/Effect/General/ranged_gun"
);
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}
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}
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}
CustomGunEffectData
Definition:
CustomGunEffectData.cs:5
CustomGunEffectData.ResolveSprite
void ResolveSprite()
Definition:
CustomGunEffectData.cs:22
CustomGunEffectData.JsonSettings
static readonly JsonSerializerSettings JsonSettings
Definition:
CustomGunEffectData.cs:6
CustomGunEffectData.CustomGunEffectData
CustomGunEffectData()
Definition:
CustomGunEffectData.cs:12
GameSetting.EffectData.num
int num
Definition:
GameSetting.cs:285
GameSetting.EffectData.idSoundEject
string idSoundEject
Definition:
GameSetting.cs:293
GameSetting.EffectData.idSprite
string idSprite
Definition:
GameSetting.cs:295
GameSetting.EffectData.firePos
Vector2 firePos
Definition:
GameSetting.cs:313
GameSetting.EffectData.sprite
Sprite sprite
Definition:
GameSetting.cs:308
GameSetting.EffectData.delay
float delay
Definition:
GameSetting.cs:287
GameSetting.EffectData.eject
bool eject
Definition:
GameSetting.cs:297
GameSetting
Definition:
GameSetting.cs:7
Elin
CustomGunEffectData.cs
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