(Feat) Item Dqta
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@@ -32,6 +32,12 @@ namespace Ashwild.Inventory
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[Header("Type")]
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[SerializeField] private ItemType itemType;
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[Header("Uses / Durability")]
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[Tooltip("How many times this item can be used before it is depleted (a tool's hits, a food's bites). 0 = no usage tracking — a normal item without a uses bar.")]
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[SerializeField] private int maxUses = 0;
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[Tooltip("When the uses reach 0: checked = the item stays in the inventory, shown red and unusable (repairable tool, refillable container); unchecked = it is destroyed.")]
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[SerializeField] private bool keepWhenDepleted = false;
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[Header("Tool")]
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[SerializeField] private HarvestType harvestType = HarvestType.None;
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[SerializeField] private float toolPower = 1f;
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@@ -59,6 +65,21 @@ namespace Ashwild.Inventory
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public bool IsStackable => isStackable;
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public int MaxStackSize => maxStackSize;
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public ItemType ItemType => itemType;
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public int MaxUses => maxUses;
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/// <summary>
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/// When uses run out: true keeps the item (shown red, unusable until repaired/refilled),
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/// false destroys it. Repairable tools and refillable containers set this true.
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/// </summary>
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public bool KeepWhenDepleted => keepWhenDepleted;
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/// <summary>
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/// Whether this item tracks per-instance uses (a tool's durability, a food's bites). Items
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/// with uses get a slot bar and are treated as non-stackable so each instance keeps its own value.
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/// </summary>
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public bool HasUses => maxUses > 0;
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public HarvestType HarvestType => harvestType;
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public float ToolPower => toolPower;
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public float HealthRestore => healthRestore;
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