LethalCompany/Lethal Company/ExportedProject/Assets/Scripts/Assembly-CSharp/Item.cs

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using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "ScriptableObjects/Item", order = 1)]
public class Item : ScriptableObject
{
public int itemId;
public string itemName;
[Space(3f)]
public List<ItemGroup> spawnPositionTypes = new List<ItemGroup>();
[Space(3f)]
public bool twoHanded;
public bool twoHandedAnimation;
public bool canBeGrabbedBeforeGameStart;
[Space(3f)]
public float weight = 1f;
public bool itemIsTrigger;
public bool holdButtonUse;
public bool itemSpawnsOnGround = true;
[Space(5f)]
public bool isConductiveMetal;
[Header("Scrap-collection")]
public bool isScrap;
public int creditsWorth;
public bool lockedInDemo;
public int highestSalePercentage = 80;
[Space(3f)]
public int maxValue;
public int minValue;
public GameObject spawnPrefab;
[Space(3f)]
[Header("Battery")]
public bool requiresBattery = true;
public float batteryUsage = 15f;
public bool automaticallySetUsingPower = true;
[Space(5f)]
public Sprite itemIcon;
[Space(5f)]
[Header("Player animations")]
public string grabAnim;
public string useAnim;
public string pocketAnim;
public string throwAnim;
[Space(5f)]
public float grabAnimationTime;
[Header("Player SFX")]
public AudioClip grabSFX;
public AudioClip dropSFX;
public AudioClip pocketSFX;
public AudioClip throwSFX;
[Header("Netcode")]
public bool syncGrabFunction = true;
public bool syncUseFunction = true;
public bool syncDiscardFunction = true;
public bool syncInteractLRFunction = true;
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[Header("Save data")]
public bool saveItemVariable;
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[Header("MISC")]
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public bool isDefensiveWeapon;
[Space(3f)]
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public string[] toolTips;
public float verticalOffset;
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public int floorYOffset;
public bool allowDroppingAheadOfPlayer = true;
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public Vector3 restingRotation = new Vector3(0f, 0f, 90f);
public Vector3 rotationOffset = Vector3.zero;
public Vector3 positionOffset = Vector3.zero;
public bool meshOffset = true;
public Mesh[] meshVariants;
public Material[] materialVariants;
public bool usableInSpecialAnimations;
public bool canBeInspected = true;
}