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# Conflicts: # Assets/External/Animated PBR Chest Demo/Materials/WoodChest.mat # Packages/com.distantlands.cozy.core/Content/Integration/Import for BiRP.unitypackage.meta # Packages/com.distantlands.cozy.core/Content/Integration/Import for HDRP.unitypackage.meta # Packages/com.distantlands.cozy.core/Content/Integration/Import for URP.unitypackage.meta
54 lines
2.2 KiB
C#
54 lines
2.2 KiB
C#
using UnityEngine;
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using Ashwild.Inventory;
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namespace Ashwild.Crafting
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{
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/// <summary>
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/// Authoring data for one craftable result: what it produces, what it costs, and where it can be
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/// crafted. Pure data — the craft itself is performed by CraftingManager, which owns the player
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/// and discovery rules on top of what is declared here.
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/// </summary>
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[CreateAssetMenu(fileName = "NewRecipe", menuName = "Items/Crafting Recipe")]
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public class CraftingRecipe : ScriptableObject
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{
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[Header("Result")]
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[SerializeField] private string recipeName;
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[SerializeField] private ItemData resultItem;
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[SerializeField] private int resultQuantity = 1;
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[Header("Station")]
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[Tooltip("None = craftable bare-handed AND on every station. Any other value restricts this recipe to that station.")]
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[SerializeField] private CraftingStationType requiredStation = CraftingStationType.None;
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[Header("Ingredients")]
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[SerializeField] private CraftingIngredient[] ingredients;
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public string RecipeName => recipeName;
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public Sprite Icon => resultItem != null ? resultItem.Icon : null;
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public ItemData ResultItem => resultItem;
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public int ResultQuantity => resultQuantity;
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public CraftingIngredient[] Ingredients => ingredients;
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/// <summary>
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/// The station this recipe must be crafted on, or <see cref="CraftingStationType.None"/> when it
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/// needs none.
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/// </summary>
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public CraftingStationType RequiredStation => requiredStation;
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/// <summary>
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/// Whether the given inventory holds enough of every ingredient to craft this recipe the given
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/// number of times. Purely a resource check — discovery and station rules are enforced by
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/// CraftingManager on top of it.
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/// </summary>
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public bool CanCraft(PlayerInventory inventory, int count = 1)
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{
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for (int i = 0; i < ingredients.Length; i++)
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{
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if (!inventory.HasItem(ingredients[i].item, ingredients[i].quantity * count))
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return false;
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}
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return true;
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}
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}
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}
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