RiftMayhem/Assets/Scripts/Items/InventoryData.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

55 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class InventoryData
{
public int[] inventoryItems;
public InventoryData()
{
inventoryItems = new int[GameConstants.Sizes.TotalInventorySlots];
for (int i = 0; i < inventoryItems.Length; i++)
{
inventoryItems[i] = -1;
}
}
public InventoryData(int[] inventoryItems)
{
this.inventoryItems = new int[GameConstants.Sizes.TotalInventorySlots];
for (int i = 0; i < inventoryItems.Length; i++)
{
this.inventoryItems[i] = inventoryItems[i];
}
}
}
[System.Serializable]
public class InventoryInstanceData
{
[SerializeReference]
public ItemInstance[] inventoryItems;
public InventoryInstanceData()
{
inventoryItems = new ItemInstance[GameConstants.Sizes.TotalInventorySlots];
for (int i = 0; i < inventoryItems.Length; i++)
{
inventoryItems[i] = null;
}
}
public InventoryInstanceData(ItemInstance[] inventoryItems)
{
this.inventoryItems = new ItemInstance[GameConstants.Sizes.TotalInventorySlots];
for (int i = 0; i < inventoryItems.Length; i++)
{
this.inventoryItems[i] = inventoryItems[i];
}
}
}