using UnityEngine; [CreateAssetMenu(fileName = "Data", menuName = "ScriptableObjects/LootItemScriptableObject", order = 1)] public class LootItemScriptableObject : ScriptableObject { public string displayName; public Sprite UIImage; public string spawnableName; public bool isWeapon; [DrawIf("isWeapon", true, ComparisonType.Equals)] public LootItemScriptableObject ammo; [DrawIf("isWeapon", true, ComparisonType.Equals)] public float fireRate; [DrawIf("isWeapon", true, ComparisonType.Equals)] public bool isAutomatic; [DrawIf("isWeapon", true, ComparisonType.Equals)] public int roundsPerClip; [DrawIf("isWeapon", true, ComparisonType.Equals)] public bool isPrimary; [DrawIf("isWeapon", true, ComparisonType.Equals)] public AudioClip[] fireSfx; [DrawIf("isWeapon", true, ComparisonType.Equals)] public AnimatorOverrideController overrideController; public bool isThrowable; [DrawIf("isThrowable", true, ComparisonType.Equals)] public float throwableTimer = 3; [DrawIf("isThrowable", true, ComparisonType.Equals)] public float throwableDamage = 10; [DrawIf("isThrowable", true, ComparisonType.Equals)] public float throwableDamageRange = 10; [DrawIf("isThrowable", true, ComparisonType.Equals)] public GameObject throwableBlastEffect; public int carryingLimit =0; }