RiftMayhem/Assets/Scripts/Items/EquipmentData.cs
Pedro Gomes 74a9c2b940 Major rework on items
- Refactor items from predefined scriptables only, to template based into item instances
- Added equipped item tooltip to facilitate comparing items
- Added modular craftable items
2025-01-03 19:40:35 +00:00

54 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[System.Serializable]
public class EquipmentData
{
public int[] equippedItems;
public EquipmentData()
{
equippedItems = new int[GameConstants.Sizes.TotalEquipmentSlots];
for (int i = 0; i < equippedItems.Length; i++)
{
equippedItems[i] = -1;
}
}
public EquipmentData(int[] equippedItems)
{
this.equippedItems = new int[GameConstants.Sizes.TotalEquipmentSlots];
for (int i = 0; i < equippedItems.Length; i++)
{
this.equippedItems[i] = equippedItems[i];
}
}
}
[System.Serializable]
public class EquipmentInstanceData
{
public EquippableItemInstance[] equippedItems;
public EquipmentInstanceData()
{
equippedItems = new EquippableItemInstance[GameConstants.Sizes.TotalEquipmentSlots];
for (int i = 0; i < equippedItems.Length; i++)
{
equippedItems[i] = null;
}
}
public EquipmentInstanceData(EquippableItemInstance[] equippedItems)
{
this.equippedItems = new EquippableItemInstance[GameConstants.Sizes.TotalEquipmentSlots];
for (int i = 0; i < equippedItems.Length; i++)
{
this.equippedItems[i] = equippedItems[i];
}
}
}