using UnityEngine; using Ashwild.Inventory; namespace Ashwild.Harvesting { /// /// The items a Harvestable yields when hit with a specific tool. /// Leave null to use this table as the fallback for any /// tool not listed explicitly on the Harvestable. /// [System.Serializable] public class ToolDropTable { [Tooltip("Tool ItemData that produces these drops. Leave empty for the fallback (any unlisted tool).")] public ItemData tool; public ResourceDrop[] drops; } }