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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Rewindable : MonoBehaviour
{
[Header("Info")]
public List<Vector3> _positions;
//============================================
public interface IWeapon
{
void Attack();
}
public interface IDamageDealer
{
void DealDamage(IDamageable damageable, int amount);
}
public class ThrowingDagger : Weapon, IThrowable {
// Overrides the default Attack() from the Weapon class
public override void Attack()
{
Throw();
}
// IThrowable
public void Throw()
@st4rdog
st4rdog / Weapon.cs
Last active December 26, 2015 00:57
public class Weapon : IWeapon, IDamageDealer, IEquippable {
// IWeapon
public virtual void Attack()
{
// Default weapon attack goes here
// Virtual so it can be overridden by subclasses
}
// IDamageDealer
public class PartyMember : MonoBehaviour
{
}
@st4rdog
st4rdog / Party.cs
Last active December 25, 2015 23:46
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Party : MonoBehaviour
{
[Header("Info")]
public List<PartyMember> _members;
// EVENTS
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using SpaceTrader.Stations;
using SpaceTrader.Resources;
namespace SpaceTrader.Misc
{
public class Basket : MonoBehaviour
{