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 ShipBlueprint : Resource { private float thrusterPower = 0.0f; private float turnPower = 0.0f; private float healRate = 0.0f; private float maxHitpoints = 100.0f; private float maxSpeed = 0.0f; private float maxTurnSpeed = 0.0f; private ContentRef damageEffect = null; private ContentRef[] deathEffects = null; private ContentRef bulletType = null; private float weaponDelay = 0.0f; public float ThrusterPower { get { return this.thrusterPower; } set { this.thrusterPower = value; } } public float TurnPower { get { return this.turnPower; } set { this.turnPower = value; } } [EditorHintDecimalPlaces(0)] public float HealRate { get { return this.healRate; } set { this.healRate = value; } } [EditorHintDecimalPlaces(0)] public float MaxHitpoints { get { return this.maxHitpoints; } set { this.maxHitpoints = value; } } public float MaxSpeed { get { return this.maxSpeed; } set { this.maxSpeed = value; } } public float MaxTurnSpeed { get { return this.maxTurnSpeed; } set { this.maxTurnSpeed = value; } } public ContentRef DamageEffect { get { return this.damageEffect; } set { this.damageEffect = value; } } public ContentRef[] DeathEffects { get { return this.deathEffects; } set { this.deathEffects = value; } } public ContentRef BulletType { get { return this.bulletType; } set { this.bulletType = value; } } public float WeaponDelay { get { return this.weaponDelay; } set { this.weaponDelay = value; } } } }