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

46 lines
1.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu]
public class HiddenMap : ConsumableItem
{
public HiddenMapZone mapZone;
public GameEvent_Int onMapZoneDiscovered;
public override void Consume()
{
PlayerDataHandler.Instance.SaveMapUsedProgress(PlayerDataHandler.Instance.currentPlayerName.Value, mapZone);
onMapZoneDiscovered.Raise((int)mapZone);
}
}
[System.Serializable]
public class HiddenMapInstance : ConsumableItemInstance
{
public HiddenMapZone mapZone;
public GameEvent_Int onMapZoneDiscovered;
public HiddenMapInstance(HiddenMap template)
{
ItemName = template.ItemName;
Icon = template.Icon;
sellPricePlayer = template.sellPricePlayer;
sellPriceVendor = template.sellPriceVendor;
description = template.description;
templateIndex = ItemIndexer.Instance.Items.IndexOf(template);
mapZone = template.mapZone;
onMapZoneDiscovered = template.onMapZoneDiscovered;
}
public override void Consume()
{
PlayerDataHandler.Instance.SaveMapUsedProgress(PlayerDataHandler.Instance.currentPlayerName.Value, mapZone);
onMapZoneDiscovered.Raise((int)mapZone);
}
}