zombie_mp/Assets/HQ FPS Weapons/Scripts/Inventory/Item.cs
Sewmina Dilshan 68183e5317 initial
2021-08-23 13:28:33 +05:30

73 lines
1.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace HQFPSWeapons
{
[Serializable]
public class ItemCategory
{
public string Name { get { return m_Name; } }
public ItemData[] Items { get { return m_Items; } }
[SerializeField]
private string m_Name = null;
[SerializeField]
private ItemData[] m_Items = null;
}
/// <summary>
/// The data / definition for an item.
/// </summary>
[Serializable]
public class ItemData
{
public string Name { get { return m_Name; } }
public string Category { get { return m_Category; } set { m_Category = value; } }
public Sprite Icon { get { return m_Icon; } }
public GameObject WorldObject { get { return m_WorldObject; } }
public int StackSize { get { return m_StackSize; } }
public bool OnlyOneStackAllowed { get => m_OnlyOneStackAllowed; }
public ItemDescriptionList Descriptions { get { return m_Descriptions; } }
public ItemPropertyList Properties { get { return m_Properties; } }
[SerializeField]
private string m_Name = string.Empty;
[SerializeField]
[ReadOnly]
private string m_Category = string.Empty;
[SerializeField]
[Icon]
private Sprite m_Icon = null;
[SerializeField]
private GameObject m_WorldObject = null;
[SerializeField]
[Clamp(1, 10000)]
private int m_StackSize = 1;
[SerializeField]
private bool m_OnlyOneStackAllowed = false;
[SerializeField]
[Reorderable]
private ItemDescriptionList m_Descriptions = null;
[SerializeField]
[Reorderable]
private ItemPropertyList m_Properties = null;
}
}