using UnityEngine;
using Ashwild.Inventory;
namespace Ashwild.Building
{
///
/// Authoring data for one buildable structure shown in the construction menu (a wall, a
/// floor, a door, ...). Mirrors the ScriptableObject-for-data / MonoBehaviour-for-logic
/// split: it carries only what the menu card and the placement ghost need, no behaviour.
/// The final networked spawn will map this to an id later, the same way ItemData does.
///
[CreateAssetMenu(fileName = "NewBuildable", menuName = "Building/Buildable Data")]
public class BuildableData : ScriptableObject
{
#region Serialized Fields
[Header("Identity")]
[Tooltip("Name shown on the menu card.")]
[SerializeField] private string displayName;
[Tooltip("Icon shown on the menu card.")]
[SerializeField] private Sprite icon;
[TextArea]
[SerializeField] private string description;
[Header("Prefabs")]
[Tooltip("Semi-transparent preview spawned in the world while positioning the structure.")]
[SerializeField] private GameObject ghostPrefab;
[Tooltip("The real structure spawned once the placement is confirmed.")]
[SerializeField] private GameObject builtPrefab;
[Header("Cost")]
[Tooltip("Resources consumed from the builder's inventory on each placement. Leave empty for a free build.")]
[SerializeField] private BuildCost[] cost;
#endregion
#region Public API
public string DisplayName => displayName;
public Sprite Icon => icon;
public string Description => description;
public GameObject GhostPrefab => ghostPrefab;
public GameObject BuiltPrefab => builtPrefab;
public BuildCost[] Cost => cost;
///
/// Whether the given inventory holds enough of every cost line to place this structure once.
/// A null inventory or an empty cost list counts as affordable (free build).
///
public bool CanAfford(PlayerInventory inventory)
{
if (cost == null || cost.Length == 0) return true;
if (inventory == null) return false;
for (int i = 0; i < cost.Length; i++)
{
if (cost[i].item == null) continue;
if (!inventory.HasItem(cost[i].item, cost[i].quantity)) return false;
}
return true;
}
#endregion
}
}