Scriptum/Assets/Scripts/REFACTORING/Models/Item/EquippableItem/EquippableItem.cs
kabix09 88ab6bcee7 Add Shop module
Add Shop panel & saving module
2022-12-19 03:34:45 +01:00

37 lines
1.2 KiB
C#

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;
public int AgilityBonus = 0;
public int InteligenceBonus = 0;
public int VitalityBonus = 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;
AgilityBonus = _item.AgilityBonus;
InteligenceBonus = _item.InteligenceBonus;
VitalityBonus = _item.VitalityBonus;
EquipmentType = _item.EquipmentType;
}
public EquippableItem(string _name, string _description, int _level, int _value, int _price, GameObject _itemModel, Sprite _image) : base(_name, _description, _level, _value, _price, _itemModel, _image) { }
}