- Refactor items from predefined scriptables only, to template based into item instances - Added equipped item tooltip to facilitate comparing items - Added modular craftable items
46 lines
1.2 KiB
C#
46 lines
1.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu]
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public class HiddenMap : ConsumableItem
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{
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public HiddenMapZone mapZone;
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public GameEvent_Int onMapZoneDiscovered;
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public override void Consume()
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{
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PlayerDataHandler.Instance.SaveMapUsedProgress(PlayerDataHandler.Instance.currentPlayerName.Value, mapZone);
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onMapZoneDiscovered.Raise((int)mapZone);
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}
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}
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[System.Serializable]
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public class HiddenMapInstance : ConsumableItemInstance
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{
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public HiddenMapZone mapZone;
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public GameEvent_Int onMapZoneDiscovered;
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public HiddenMapInstance(HiddenMap template)
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{
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ItemName = template.ItemName;
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Icon = template.Icon;
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sellPricePlayer = template.sellPricePlayer;
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sellPriceVendor = template.sellPriceVendor;
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description = template.description;
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templateIndex = ItemIndexer.Instance.Items.IndexOf(template);
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mapZone = template.mapZone;
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onMapZoneDiscovered = template.onMapZoneDiscovered;
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}
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public override void Consume()
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{
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PlayerDataHandler.Instance.SaveMapUsedProgress(PlayerDataHandler.Instance.currentPlayerName.Value, mapZone);
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onMapZoneDiscovered.Raise((int)mapZone);
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}
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} |