using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Serialization; /// /// An item factory is simply meant to procedurally (or pre-scripted) populate a shop model. /// public abstract class ItemFactory : ScriptableObject { public abstract void PopulateModel(ShopModel model); } // This has the sole purpose of associating a sprite with a name for the factory. Not making it a scriptable object because doing this in the factory editor view is faster [System.Serializable] public struct ItemPrototype { public Sprite Sprite; public string Name; public string Description; [FormerlySerializedAs("AttackBonus")] public int Bonus; // FormerlySerializedAs so we don't have to reassign from when it was only used for weapons. Compatibility, yay! }