using System.Runtime.InteropServices.WindowsRuntime; using UnityEngine; // This is the actual ITEM data structure for keeping track of inventory/item actions public class Item { public string itemName; public ItemIdEnum id; public int maxStack = 10; public string description = ""; public string itemImagePath = ""; public Item(string itemName, ItemIdEnum id, int maxStack, string description, string itemImagePath) { this.itemName = itemName; this.id = id; this.maxStack = maxStack; this.description = description; this.itemImagePath = itemImagePath; } public Item(ItemIdEnum id) { Item newItem = ItemUtilities.GetItemFromId(id); this.itemName = newItem.itemName; this.id = newItem.id; this.maxStack = newItem.maxStack; this.description = newItem.description; this.itemImagePath= newItem.itemImagePath; } } public enum ItemIdEnum { NONE = 0, STAR_SHARD = 1 } public static class ItemUtilities { // THIS IS WHERE ALL THE ITEMS ARE DEFINED public static Item GetItemFromId(ItemIdEnum itemId) { switch (itemId) { case ItemIdEnum.STAR_SHARD: return new Item( itemName: "Star Shard", id: itemId, maxStack: 10, description: "A rare material that can only be found here in the valley.", itemImagePath: "ItemSprites/starShard"); } return new Item("", itemId, 0, "", "ItemSprites/noneItem"); ; } }