Files
YachtDice/Assets/Scripts/Modifiers/Definition/ModifierDefinition.cs
T
2026-03-01 16:23:41 +07:00

66 lines
2.2 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
{
[Header("Identity")]
[SerializeField] private string id;
[SerializeField] private string displayName;
[SerializeField, TextArea] private string description;
[SerializeField] private Sprite icon;
[SerializeField] private ModifierRarity rarity;
[Header("Economy")]
[SerializeField] private int shopPrice;
[SerializeField] private int sellPrice;
[Header("Durability")]
[SerializeField] private bool hasLimitedUses;
[SerializeField] private int maxUses;
[SerializeField] private int maxStacks = 1;
[Header("Behaviors")]
[SerializeField] private List<ModifierBehavior> behaviors = new();
public string Id => id;
public string DisplayName => displayName;
public string Description => description;
public Sprite Icon => icon;
public ModifierRarity Rarity => rarity;
public int ShopPrice => shopPrice;
public int SellPrice => sellPrice;
public bool HasLimitedUses => hasLimitedUses;
public int MaxUses => maxUses;
public int MaxStacks => maxStacks;
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
}
}