Files
YachtDice/Assets/Scripts/Modifiers/Definition/ModifierDefinition.cs
T

55 lines
2.1 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using YachtDice.Modifiers.Core;
namespace YachtDice.Modifiers.Definition
{
[CreateAssetMenu(fileName = "NewModifier", menuName = "YachtDice/Modifiers/Definition")]
public class ModifierDefinition : ScriptableObject
{
[field: Header("Identity")]
[field: SerializeField] public string Id { get; private set; }
[field: SerializeField] public string DisplayName { get; private set; }
[field: SerializeField, TextArea] public string Description { get; private set; }
[field: SerializeField] public Sprite Icon { get; private set; }
[field: SerializeField] public ModifierRarity Rarity { get; private set; }
[field: Header("Economy")]
[field: SerializeField] public int ShopPrice { get; private set; }
[field: SerializeField] public int SellPrice { get; private set; }
[field: Header("Durability")]
[field: SerializeField] public bool HasLimitedUses { get; private set; }
[field: SerializeField] public int MaxUses { get; private set; }
[field: SerializeField] public int MaxStacks { get; private set; } = 1;
[Header("Behaviors")]
[SerializeField] private List<ModifierBehavior> behaviors = new();
public IReadOnlyList<ModifierBehavior> Behaviors => behaviors;
#if UNITY_EDITOR
public static ModifierDefinition CreateForTest(
string id,
List<ModifierBehavior> behaviors,
bool hasLimitedUses = false,
int maxUses = 0,
int shopPrice = 100,
int sellPrice = 50,
ModifierRarity rarity = ModifierRarity.Common)
{
var so = CreateInstance<ModifierDefinition>();
so.Id = id;
so.DisplayName = id;
so.Description = id;
so.Rarity = rarity;
so.ShopPrice = shopPrice;
so.SellPrice = sellPrice;
so.HasLimitedUses = hasLimitedUses;
so.MaxUses = maxUses;
so.behaviors = behaviors ?? new List<ModifierBehavior>();
return so;
}
#endif
}
}