using UnityEditor; using UnityEngine; [System.Serializable] public class EquippableItemPrefabAsset : PrefabAssetModel { [SerializeField] public EquippableItem EquippableItem = null; public EquippableItemPrefabAsset() { } public EquippableItemPrefabAsset(string _name, string _prefabAssetName, Vector3 _position, EquippableItem _equippableItem = null) : base(_name, _prefabAssetName, _position) { EquippableItem = _equippableItem; } /// <summary> /// /// </summary> /// <param name="_name"></param> /// <param name="_prefabAssetName"></param> /// <param name="_position"></param> /// <param name="_equippableItemName">the name by which the system will search for the item</param> public EquippableItemPrefabAsset(string _name, string _prefabAssetName, Vector3 _position, string _equippableItemName) : base(_name, _prefabAssetName, _position) { // 3.2 set EquippableItem object EquippableItem = Resources.Load<EquippableItem>("Items/" + _equippableItemName); } /// <summary> /// Function to convert Prefab Asset model to data object /// </summary> /// <returns></returns> public EquippableItemPrefabAssetData MapPrefabAssetModelToData() { return new EquippableItemPrefabAssetData(this); } }