using Types.Items; using UnityEngine; namespace Data.ScriptableObjects.Items { [CreateAssetMenu(fileName = "ConsumableItem", menuName = "Game Data/Consumable")] public class ConsumableItemSo : GameItemSo { public int attack; public int critChance; public int critDamage; public int defense; public int duration; public int health; public int luck; public int magic; // high quality public int quality; public int sanity; public int speed; public int stamina; // Add other consumable-specific properties and methods here // set the default values for the consumable item public ConsumableItemSo() { health = 0; sanity = 0; stamina = 0; magic = 0; luck = 0; speed = 0; attack = 0; defense = 0; critChance = 0; critDamage = 0; duration = 0; quality = 0; type = ItemType.Consumable; } public new ConsumableItem Clone() { var clone = new ConsumableItem { 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, IsUsable = isUsable, Health = health, Sanity = sanity, Stamina = stamina, Magic = magic, Luck = luck, Speed = speed, Attack = attack, Defense = defense, CritChance = critChance, CritDamage = critDamage, Duration = duration, Quality = quality, Type = type }; return clone; } } }