using UnityEngine; using Ashwild.Inventory; namespace Ashwild.Crafting { [CreateAssetMenu(fileName = "NewRecipe", menuName = "Items/Crafting Recipe")] public class CraftingRecipe : ScriptableObject { [Header("Result")] [SerializeField] private string recipeName; [SerializeField] private ItemData resultItem; [SerializeField] private int resultQuantity = 1; [Header("Ingredients")] [SerializeField] private CraftingIngredient[] ingredients; public string RecipeName => recipeName; public Sprite Icon => resultItem != null ? resultItem.Icon : null; public ItemData ResultItem => resultItem; public int ResultQuantity => resultQuantity; public CraftingIngredient[] Ingredients => ingredients; public bool CanCraft(PlayerInventory inventory, int count = 1) { for (int i = 0; i < ingredients.Length; i++) { if (!inventory.HasItem(ingredients[i].item, ingredients[i].quantity * count)) return false; } return true; } } }