Table of Contents

Class WeaponTemplate

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

ScriptableObject template for weapon items, defining attack power and attack speed attributes. Inherits from EquippableItemTemplate for equipment logic. Weapons are not skinned — they attach as MeshRenderer children of the specified bone transform.

[CreateAssetMenu(fileName = "New Weapon", menuName = "FishMMO/Item/Weapon", order = 0)]
public class WeaponTemplate : EquippableItemTemplate, ICachedObject, ITooltip
Inheritance
Object
ScriptableObject
WeaponTemplate
Implements
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.FindObjectsByType<T>()
Object.FindObjectsByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags

Fields

AttachBoneName

The skeleton bone name to parent the weapon mesh under (e.g., "RightHand", "LeftHand"). The weapon GameObject becomes a child of this bone and follows its animations.

[Tooltip("Skeleton bone name to attach the weapon to (e.g., 'RightHand', 'LeftHand').")]
public string AttachBoneName

Field Value

string

AttackPower

The attribute template representing the attack power provided by this weapon.

public ItemAttributeTemplate AttackPower

Field Value

ItemAttributeTemplate

AttackSpeed

The attribute template representing the attack speed provided by this weapon.

public ItemAttributeTemplate AttackSpeed

Field Value

ItemAttributeTemplate