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