using Types.Items; using UnityEngine; namespace Data.ScriptableObjects.Items { [CreateAssetMenu(fileName = "EquipmentItem", menuName = "Game Data/Equipment")] public class EquipmentItemSo : GameItemSo { public int armor; public int attack; public int defense; public int durability; public int health; // ex. if consumable heals for 10 health or if equipment adds 10 health public int level; public int luck; public int magic; public int maxDurability; public int sanity; public EquipmentSlot slot; public int speed; public int weight; // Add other equipment-specific properties and methods here public EquipmentItemSo() { type = ItemType.Equipment; } public new EquipmentItem Clone() { var clone = new EquipmentItem { ItemName = itemName, Icon = icon, ItemValue = itemValue, Rarity = rarity, Quantity = quantity, StackSize = stackSize, SellValue = sellValue, IsStackable = isStackable, IsEquippable = isEquippable, IsConsumable = isConsumable, IsQuestItem = isQuestItem, IsKeyItem = isKeyItem, IsCraftable = isCraftable, IsTradeable = isTradeable, IsSellable = isSellable, IsDroppable = isDroppable, IsDestroyable = isDestroyable, Slot = slot, Weight = weight, Level = level, Armor = armor, Durability = durability, MaxDurability = maxDurability, Attack = attack, Defense = defense, Speed = speed, Luck = luck, Magic = magic, Sanity = sanity, Health = health }; return clone; } } }