88ab6bcee7
Add Shop panel & saving module
112 lines
2.5 KiB
C#
112 lines
2.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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[System.Serializable]
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[CreateAssetMenu(fileName = "New Item", menuName = "Inventory/Items")]
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public class Item : ScriptableObject
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{
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public int id;
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public int Id
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{
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get { return id; }
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set { id = value; }
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}
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public string name;
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public string Name
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{
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get { return name; }
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set { name = value; }
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}
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public string description;
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public string Description
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{
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get { return description; }
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set { description = value; }
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}
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public int level;
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public int Level
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{
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get { return level; }
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set { level = value; }
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}
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public int value;
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public int Value
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{
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get { return value; }
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set { this.value = value; }
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}
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public Sprite image;
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public Sprite Image
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{
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get { return image; }
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set { image = value; }
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}
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// to handle object created on scene for example after removing from inventory
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public GameObject itemModel;
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public GameObject ItemModel
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{
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get { return itemModel; }
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set { itemModel = value; }
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}
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public int price;
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public int Price
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{
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get { return price; }
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set { price = value; }
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}
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public UnityEvent useEffect = new UnityEvent();
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public Item() {}
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public Item(Item _item)
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{
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this.Name = _item.Name;
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this.Description = _item.Description;
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this.Level = _item.Level;
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this.Value = _item.Value;
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this.Price = _item.price;
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this.ItemModel = _item.ItemModel;
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this.Image = _item.Image;
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}
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public Item(string _name, string _description, int _level, int _value, GameObject _itemModel, Sprite _image)
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{
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this.Name = _name;
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this.Description = _description;
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this.Level = _level;
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this.Value = _value;
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this.ItemModel = _itemModel;
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this.Image = _image;
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}
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public Item(string _name, string _description, int _level, int _value, int _price, GameObject _itemModel, Sprite _image)
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{
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this.Name = _name;
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this.Description = _description;
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this.Level = _level;
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this.Value = _value;
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this.Price = _price;
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this.ItemModel = _itemModel;
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this.Image = _image;
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}
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public void InvokeEffectAction()
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{
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Debug.Log($"Use {name} effect");
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useEffect.Invoke();
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}
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}
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