using System.Collections.Generic; using UnityEngine; using YachtDice.Modifiers; namespace YachtDice.Shop { [CreateAssetMenu(fileName = "ShopCatalog", menuName = "YachtDice/Shop Catalog")] public sealed class ShopCatalog : ScriptableObject { [SerializeField] private List availableModifiers = new(); public IReadOnlyList AvailableModifiers => availableModifiers; public ModifierData FindById(string id) { for (int i = 0; i < availableModifiers.Count; i++) { if (availableModifiers[i] != null && availableModifiers[i].Id == id) return availableModifiers[i]; } return null; } } }