using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] [CreateAssetMenu(fileName = "New Item", menuName = "Inventory/EquippableItem")] public class EquippableItem : Item { public int StrengthBonus = 0; // attack public int EnduranceBonus = 0; // defence public int VitalityBonus = 0; // health public int InteligenceBonus = 0; public int SpeedBonus = 0; [Space] public bool isStackable = false; [Space] public EquipmentTypeEnum EquipmentType = EquipmentTypeEnum.None; public EquippableItem(){} public EquippableItem(Item _item) : base(_item) {} public EquippableItem(EquippableItem _item) : base(_item.name, _item.description, _item.level, _item.value, _item.price, _item.itemModel, _item.image) { StrengthBonus = _item.StrengthBonus; EnduranceBonus = _item.EnduranceBonus; VitalityBonus = _item.VitalityBonus; InteligenceBonus = _item.InteligenceBonus; EquipmentType = _item.EquipmentType; SpeedBonus = _item.SpeedBonus; } public EquippableItem(string _name, string _description, int _level, int _value, int _price, GameObject _itemModel, Sprite _image) : base(_name, _description, _level, _value, _price, _itemModel, _image) { } }