- Refactor items from predefined scriptables only, to template based into item instances - Added equipped item tooltip to facilitate comparing items - Added modular craftable items
54 lines
1.3 KiB
C#
54 lines
1.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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[System.Serializable]
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public class EquipmentData
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{
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public int[] equippedItems;
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public EquipmentData()
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{
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equippedItems = new int[GameConstants.Sizes.TotalEquipmentSlots];
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for (int i = 0; i < equippedItems.Length; i++)
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{
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equippedItems[i] = -1;
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}
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}
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public EquipmentData(int[] equippedItems)
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{
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this.equippedItems = new int[GameConstants.Sizes.TotalEquipmentSlots];
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for (int i = 0; i < equippedItems.Length; i++)
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{
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this.equippedItems[i] = equippedItems[i];
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}
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}
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}
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[System.Serializable]
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public class EquipmentInstanceData
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{
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public EquippableItemInstance[] equippedItems;
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public EquipmentInstanceData()
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{
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equippedItems = new EquippableItemInstance[GameConstants.Sizes.TotalEquipmentSlots];
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for (int i = 0; i < equippedItems.Length; i++)
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{
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equippedItems[i] = null;
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}
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}
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public EquipmentInstanceData(EquippableItemInstance[] equippedItems)
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{
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this.equippedItems = new EquippableItemInstance[GameConstants.Sizes.TotalEquipmentSlots];
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for (int i = 0; i < equippedItems.Length; i++)
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{
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this.equippedItems[i] = equippedItems[i];
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}
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}
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} |