evershade/Assets/Data/ScriptableObjects/Items/EquipmentItemSo.cs

69 lines
2.1 KiB
C#

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;
}
}
}