using System; using System.Collections.Generic; using System.Linq; using System.Text; using Duality; using Duality.Editor; using Duality.Resources; using Duality.Components; using Duality.Components.Physics; using Duality.Components.Renderers; namespace DualStickSpaceShooter { public class EnemyBlueprint : Resource { private ContentRef[] exploEffects = null; private ContentRef exploSound = null; private float exploDamage = 200.0f; private float exploRadius = 100.0f; private float exploForce = 50.0f; private float exploMaxVel = 5.0f; private ContentRef moveSound = null; private ContentRef attackSound = null; public ContentRef[] ExplosionEffects { get { return this.exploEffects; } set { this.exploEffects = value; } } public ContentRef ExplosionSound { get { return this.exploSound; } set { this.exploSound = value; } } [EditorHintDecimalPlaces(0)] public float ExplosionDamage { get { return this.exploDamage; } set { this.exploDamage = value; } } [EditorHintDecimalPlaces(0)] public float ExplosionRadius { get { return this.exploRadius; } set { this.exploRadius = value; } } [EditorHintDecimalPlaces(1)] public float ExplosionForce { get { return this.exploForce; } set { this.exploForce = value; } } [EditorHintDecimalPlaces(1)] public float ExplosionMaxVelocity { get { return this.exploMaxVel; } set { this.exploMaxVel = value; } } public ContentRef MoveSound { get { return this.moveSound; } set { this.moveSound = value; } } public ContentRef AttackSound { get { return this.attackSound; } set { this.attackSound = value; } } } }