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using Invector.vMelee;
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namespace Invector.vItemManager
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{
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[vClassHeader("Melee Equipment", openClose = false, useHelpBox = true, helpBoxText = "Use this component if you also use the ItemManager in your Character")]
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public partial class vMeleeEquipment : vEquipment
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{
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vMeleeWeapon _weapon;
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protected bool withoutMeleeWeapon;
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protected virtual vMeleeWeapon meleeWeapon
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{
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get
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{
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if (!_weapon && !withoutMeleeWeapon)
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{
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_weapon = GetComponent<vMeleeWeapon>();
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if (!_weapon) withoutMeleeWeapon = true;
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}
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return _weapon;
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}
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}
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public override bool IsEquipped
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{
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get
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{
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return base.IsEquipped;
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}
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set
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{
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base.IsEquipped = value;
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if (meleeWeapon) meleeWeapon.IsEquipped = value;
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}
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}
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public override void OnEquip(vItem item)
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{
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if (meleeWeapon)
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{
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var damage = item.GetItemAttribute(vItemAttributes.Damage);
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var staminaCost = item.GetItemAttribute(vItemAttributes.StaminaCost);
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var defenseRate = item.GetItemAttribute(vItemAttributes.DefenseRate);
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var defenseRange = item.GetItemAttribute(vItemAttributes.DefenseRange);
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if (damage != null) this.meleeWeapon.damage.damageValue = damage.value;
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if (staminaCost != null) this.meleeWeapon.staminaCost = staminaCost.value;
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if (defenseRate != null) this.meleeWeapon.defenseRate = defenseRate.value;
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if (defenseRange != null) this.meleeWeapon.defenseRange = defenseRate.value;
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}
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base.OnEquip(item);
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}
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public override void OnUnequip(vItem item)
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{
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base.OnUnequip(item);
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}
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}
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}
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