using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; [System.Serializable] public class EquippableItemData : ItemData { public int strengthBonus; public int agilityBonus; public int inteligenceBonus; public int vitalityBonus; public bool isStackable; public EquipmentTypeEnum equipmentType; private const string ITEM_LOCALIZATION = "Assets/Items/"; public EquippableItemData(EquippableItem equippableItem) : base(equippableItem) { strengthBonus = equippableItem.StrengthBonus; agilityBonus = equippableItem.AgilityBonus; inteligenceBonus = equippableItem.InteligenceBonus; vitalityBonus = equippableItem.VitalityBonus; isStackable = equippableItem.isStackable; equipmentType = equippableItem.EquipmentType; } public EquippableItem MapDataToEquippableItem(string prefarbAssetName) { // Find prefarb in Assets/ //Debug.Log("MapDataToEquippableItem: " + ITEM_LOCALIZATION + prefarbAssetName + ".asset"); EquippableItem equippableItem = (EquippableItem)AssetDatabase.LoadAssetAtPath(ITEM_LOCALIZATION + prefarbAssetName + ".asset", typeof(EquippableItem)); /// // DONT OVERWRITE PROPERTIES BECOUSE ITS EDIT MAIN OBJECT IN ASSET/ /// // equippableItem.StrengthBonus = strengthBonus; // equippableItem.AgilityBonus = agilityBonus; // equippableItem.InteligenceBonus = inteligenceBonus; // equippableItem.VitalityBonus = vitalityBonus; // equippableItem.isStackable = isStackable; // equippableItem.EquipmentTypeEnum = equipmentType; // Item item = base.MapDataToItem(prefarbAssetName); // equippableItem.Name = item.Name; // equippableItem.Description = item.Description; // equippableItem.Level = item.Level; // equippableItem.ItemModel = item.ItemModel; // equippableItem.Image = item.Image; return equippableItem; } }