using System; using Data; using Interfaces; using Sirenix.OdinInspector; using Sirenix.Serialization; using UnityEngine; namespace Weapons { public abstract class Weapon : MonoBehaviour, IWeapon { private float timer; [SerializeField] private float cooldown = 1f; [SerializeField] protected Character character; [OdinSerialize, InlineProperty] public WeaponStats weaponStats = new(); private void Update() { timer -= Time.deltaTime; if (!(timer <= 0f)) return; Fire(); timer = 1f / GetFinalAttackSpeed(); } private float GetFinalAttackSpeed() { return character.attributes.AttackSpeed * weaponStats.attackSpeed; } protected float GetFinalDamage() { return weaponStats.damage + character.attributes.Damage * (weaponStats.damageType == DamageType.Melee ? character.attributes.MeleeDamage : character.attributes.RangedDamage); } protected float GetFinalRange() { return weaponStats.range * character.attributes.AttackRange; } public abstract void Fire(); } }