602c94726a
Start rebuild Save & Load game system
62 lines
2.0 KiB
C#
62 lines
2.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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[System.Serializable]
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public class EquippableItemData : ItemData
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{
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public int strengthBonus;
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public int agilityBonus;
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public int inteligenceBonus;
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public int vitalityBonus;
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public bool isStackable;
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public EquipmentType equipmentType;
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private const string ITEM_LOCALIZATION = "Assets/Items/";
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public EquippableItemData(EquippableItem equippableItem) : base(equippableItem)
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{
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strengthBonus = equippableItem.StrengthBonus;
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agilityBonus = equippableItem.AgilityBonus;
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inteligenceBonus = equippableItem.InteligenceBonus;
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vitalityBonus = equippableItem.VitalityBonus;
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isStackable = equippableItem.isStackable;
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equipmentType = equippableItem.EquipmentType;
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}
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public EquippableItem MapDataToEquippableItem(string prefarbAssetName)
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{
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// Find prefarb in Assets/
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//Debug.Log("MapDataToEquippableItem: " + ITEM_LOCALIZATION + prefarbAssetName + ".asset");
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EquippableItem equippableItem = (EquippableItem)AssetDatabase.LoadAssetAtPath(ITEM_LOCALIZATION + prefarbAssetName + ".asset", typeof(EquippableItem));
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///
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// DONT OVERWRITE PROPERTIES BECOUSE ITS EDIT MAIN OBJECT IN ASSET/
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///
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// equippableItem.StrengthBonus = strengthBonus;
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// equippableItem.AgilityBonus = agilityBonus;
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// equippableItem.InteligenceBonus = inteligenceBonus;
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// equippableItem.VitalityBonus = vitalityBonus;
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// equippableItem.isStackable = isStackable;
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// equippableItem.EquipmentType = equipmentType;
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// Item item = base.MapDataToItem(prefarbAssetName);
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// equippableItem.Name = item.Name;
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// equippableItem.Description = item.Description;
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// equippableItem.Level = item.Level;
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// equippableItem.ItemModel = item.ItemModel;
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// equippableItem.Image = item.Image;
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return equippableItem;
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}
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}
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