Add initial resource and presenter classes for game entities and effects
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9
Code/Resources/Effects/DamageEffectResource.cs
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9
Code/Resources/Effects/DamageEffectResource.cs
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using Godot;
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namespace CryptonymThunder.Code.Resources.Effects;
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[GlobalClass]
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public partial class DamageEffectResource : EffectResource
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{
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[Export] public float Amount { get; set; } = 10f;
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}
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1
Code/Resources/Effects/DamageEffectResource.cs.uid
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1
Code/Resources/Effects/DamageEffectResource.cs.uid
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uid://btv24gsw1p850
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12
Code/Resources/Effects/FireProjectileEffectResource.cs
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12
Code/Resources/Effects/FireProjectileEffectResource.cs
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using Godot;
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namespace CryptonymThunder.Code.Resources.Effects;
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[GlobalClass]
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public partial class FireProjectileEffectResource : EffectResource
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{
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[Export] public string ProjectileArchetypeId { get; set; }
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[Export(PropertyHint.Range, "1,50,1")] public int Count { get; set; } = 1;
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[Export(PropertyHint.Range, "0,90,0.1")] public float SpreadAngle { get; set; } = 0f;
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[Export] public float ProjectileSpeed { get; set; } = 30f;
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}
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uid://cht6trljihvle
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9
Code/Resources/Effects/HitscanEffectResource.cs
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Code/Resources/Effects/HitscanEffectResource.cs
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using Godot;
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namespace CryptonymThunder.Code.Resources.Effects;
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[GlobalClass]
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public partial class HitscanEffectResource : EffectResource
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{
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[Export] public float Range { get; set; } = 100f;
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}
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1
Code/Resources/Effects/HitscanEffectResource.cs.uid
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1
Code/Resources/Effects/HitscanEffectResource.cs.uid
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uid://chc0d0rjcbl65
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