using UnityEngine; // Example: GameItem.cs [CreateAssetMenu(fileName = "GameItem", menuName = "Game Data/Game Item")] public class GameItem : ScriptableObject { // item types public enum ItemType { Quest, Key, Weapon, Helmet, Armor, Boots, Gloves, Accessory, Ring, Consumable, Stone, Gatherable, Crops, Tool } public string name; public Sprite icon; public int itemValue; public string rarity; // todo: maybe like enum type? public string quantity; public int maxStack; public int sellValue; public ItemType type; public bool isStackable; public bool isEquippable; public bool isConsumable; public bool isQuestItem; public bool isKeyItem; public bool isCraftable; public bool isTradeable; public bool isSellable; public bool isDroppable; public bool isDestroyable; public bool isUsable; // stat properties public int attack; public int defense; public int speed; public int luck; public int magic; public int sanity; public int health; // ex. if consumable heals for 10 health or if equipment adds 10 health public int experience; // set how long the item will last public int durability; public int maxDurability; }