text: /*
  Copyright (c) 2020 Inverse Palindrome
  ProceduralX - ECS/Components/WeaponComponent.cpp
  https://inversepalindrome.com/
  */
  
  
  #include "ECS/Components/WeaponComponent.hpp"
  
  
  ECS::Components::WeaponComponent::WeaponComponent() :
      projectile(EntityID::Laser),
      reloadTime(1s)
  {
  }
  
  ECS::EntityID ECS::Components::WeaponComponent::getProjectile() const
  {
      return projectile;
  }
  
  void ECS::Components::WeaponComponent::setProjectile(EntityID projectile)
  {
      this->projectile = projectile;
  }
  
  App::Seconds ECS::Components::WeaponComponent::getReloadTime() const
  {
      return reloadTime;
  }
  
  void ECS::Components::WeaponComponent::setReloadTime(const App::Seconds& reloadTime)
  {
      this->reloadTime = reloadTime;
  }