using System; using Drawing; using NodeCanvas.StateMachines; using Reset.Core; using Reset.Units; using UnityEngine; namespace Reset.Items{ [CreateAssetMenu(menuName = "Reset/Weapon", fileName = "New Weapon")] public class Weapon : Item, IEquipable{ public CombatType combatType; public GameObject weaponModel; public NodeCanvas.Framework.Graph weaponFSM; public Vector3 handPositionOffset; public Vector3 handRotationOffset; public string actorScriptName; public void AddActorScript(){ // Type actorScript = Type.GetType("ShurikenActor"); // // if (actorScript == null) { // Debug.LogError($"The WeaponActor supplied was not found for {itemName}. Does script named '{actorScriptName + ",Assembly-UnityScript"}' exist?"); // return; // } WeaponActor weaponActor = PlayerManager.Player.AddComponent() as WeaponActor; weaponActor.relatedObject = PlayerManager.Player.GetComponent().GetCurrentWeaponItem(); weaponActor.relatedWeapon = this; } public override void DrawItemInfo(Vector3 position){ Draw.ingame.Label2D(position + Vector3.up * 1.6f, "Damage goes here"); Draw.ingame.Label2D(position + Vector3.up * 1.35f, "Speed goes here"); } public GameObject PlaceInHand(){ return GameObject.Instantiate(weaponModel); } } }