@ -12,69 +12,57 @@ public class EntityWeaponModel : IEntityPartInterface
public float AttacksPerSecond { get ; set ; } = 0 ;
public float SecondsBetweenAttacks { get ; set ; } = 0 ;
public float Cooldown { get ; set ; } = 0 ;
public float Charges { get ; set ; } = 0 ;
public int Damage { get ; set ; } = 0 ;
public string ComplexDamage { get ; set ; } = "deals 126 over 6 seconds" ;
public bool HasSplash { get ; set ; }
public int LightDamage { get ; set ; } = 0 ;
public int MediumDamage { get ; set ; } = 0 ;
public int HeavyDamage { get ; set ; } = 0 ;
public int StructureDamageBonus { get ; set ; } = 0 ;
public int EthericDamageBonus { get ; set ; } = 0 ;
public string Targets { get ; set ; } = TargetType . All ;
public string Attack { get ; set ; } = AttackType . DPS ;
public float DamagePerSecond ( )
{
if ( SecondsBetweenAttacks = = 0 )
{
return Damage * AttacksPerSecond ;
}
if ( SecondsBetweenAttacks = = 0 ) return Damage * AttacksPerSecond ;
return Damage / SecondsBetweenAttacks ;
}
public float DamagePerSecondLight ( )
{
var damage = LightDamage ! = 0 ? LightDamage : Damage ;
if ( SecondsBetweenAttacks = = 0 )
{
return damage * AttacksPerSecond ;
}
if ( SecondsBetweenAttacks = = 0 ) return damage * AttacksPerSecond ;
return damage / SecondsBetweenAttacks ;
}
public float DamagePerSecondMedium ( )
{
var damage = MediumDamage ! = 0 ? MediumDamage : Damage ;
if ( SecondsBetweenAttacks = = 0 )
{
return damage * AttacksPerSecond ;
}
if ( SecondsBetweenAttacks = = 0 ) return damage * AttacksPerSecond ;
return damage / SecondsBetweenAttacks ;
}
public float DamagePerSecondHeavy ( )
{
var damage = HeavyDamage ! = 0 ? HeavyDamage : Damage ;
if ( SecondsBetweenAttacks = = 0 )
{
return damage * AttacksPerSecond ;
}
return damage / SecondsBetweenAttacks ;
}
public float Cooldown { get ; set ; } = 0 ;
public float Charges { get ; set ; } = 0 ;
public int Damage { get ; set ; } = 0 ;
public string ComplexDamage { get ; set ; } = "deals 126 over 6 seconds" ;
public bool HasSplash { get ; set ; }
public int LightDamage { get ; set ; } = 0 ;
public int MediumDamage { get ; set ; } = 0 ;
public int HeavyDamage { get ; set ; } = 0 ;
if ( SecondsBetweenAttacks = = 0 ) return damage * AttacksPerSecond ;
public int StructureDamageBonus { get ; set ; } = 0 ;
public int EthericDamageBonus { get ; set ; } = 0 ;
public string Targets { get ; set ; } = TargetType . All ;
public string Attack { get ; set ; } = AttackType . DPS ;
return damage / SecondsBetweenAttacks ;
}
}