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55 行
1.7 KiB
55 行
1.7 KiB
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Localization;
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// Created with collaboration from:
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// https://forum.unity.com/threads/inventory-system.980646/
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[CreateAssetMenu(fileName = "Item", menuName = "Inventory/Item", order = 51)]
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public class Item : SerializableScriptableObject
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{
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[Tooltip("The name of the item")]
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[SerializeField] private LocalizedString _name = default;
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[Tooltip("A preview image for the item")]
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[SerializeField]
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private Sprite _previewImage = default;
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[Tooltip("A description of the item")]
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[SerializeField]
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private LocalizedString _description = default;
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[Tooltip("The type of item")]
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[SerializeField]
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private ItemType _itemType = default;
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[Tooltip("A prefab reference for the model of the item")]
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[SerializeField]
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private GameObject _prefab = default;
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[Tooltip("The list of the ingredients necessary to the recipe")]
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[SerializeField]
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private List<ItemStack> _ingredientsList = new List<ItemStack>();
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[Tooltip("The resulting dish to the recipe")]
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[SerializeField]
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private Item _resultingDish = default;
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[Tooltip("a checkbox for localized asset")]
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[SerializeField]
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private bool _isLocalized = default;
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[Tooltip("A localized preview image for the item")]
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[SerializeField]
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private LocalizedSprite _localizePreviewImage = default;
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public LocalizedString Name => _name;
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public Sprite PreviewImage => _previewImage;
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public LocalizedString Description => _description;
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public ItemType ItemType => _itemType;
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public GameObject Prefab => _prefab;
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public List<ItemStack> IngredientsList => _ingredientsList;
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public Item ResultingDish => _resultingDish;
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public bool IsLocalized => _isLocalized;
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public LocalizedSprite LocalizePreviewImage => _localizePreviewImage;
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}
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