private void ShowEquippables() { GUILayout.Label("> Equippable", EditorStyles.boldLabel); MinEquipType = (Enums.eMinEquipRequirementType)EditorGUILayout.EnumPopup("Minimum Requirement: ", MinEquipType); MinLevelToEquip = EditorGUILayout.IntField("Minimum Level: ", Mathf.Clamp(MinLevelToEquip, 0, 99)); MinStatType = (Enums.eStatType)EditorGUILayout.EnumPopup("Limiting Stat: ", MinStatType); MinStatLevel = EditorGUILayout.IntField("Min Stat Level: ", Mathf.Clamp(MinStatLevel, 0, 999)); for (int i = 0; i < UsableClasses.Count; i++) { UsableClasses[i] = (Enums.eClassType)EditorGUILayout.EnumPopup("Usable By (Class): ", UsableClasses[i]); } if (GUILayout.Button("Add Usable Class")) { UsableClasses.Add(Enums.eClassType.Melee); } for (int i = 0; i < UsableRaces.Count; i++) { UsableRaces[i] = (Enums.eRaceType)EditorGUILayout.EnumPopup("Usable By (Race): ", UsableRaces[i]); } if (GUILayout.Button("Add Usable Race")) { UsableRaces.Add(Enums.eRaceType.Human); } }
private void Reset() { mCurrentItem = new InventoryItem(); newItemName = "New Item"; newItemIcon = null; newItemDesc = "New Description"; newItemType = Enums.eItemType.Consumable; newItemValue = 0; newItemRarity = Enums.eRarity.Common; Themes = new List <Enums.eLevelTheme>((int)Enums.eLevelTheme.All); Difficulties = new List <Enums.eDifficulty>((int)Enums.eDifficulty.All); // consumable newConsumableType = Enums.eConsumableType.Recovery; newRecoveryStatType = Enums.eConsumableStatType.HP; recoveryAmount = 0; newStatType = Enums.eStatType.HP; statBoostAmount = 0; newEffectType = Enums.eStatusEffect.All; weaponUpgradeAmount = 0; // stat boosts newBoostType = Enums.eStatBoostType.Basic; StatToBoost = Enums.eStatType.HP; BoostAmount = 0; LongTermEffect = Enums.eLongTermEffectType.HP; LongTermDelay = 0f; LongTermAmount = 0; ResistEffect = Enums.eStatusEffect.All; ResistPercent = 0f; // equippables MinEquipType = Enums.eMinEquipRequirementType.None; MinLevelToEquip = 0; MinStatType = Enums.eStatType.HP; MinStatLevel = 0; UsableClasses = new List <Enums.eClassType>((int)Enums.eClassType.All); UsableRaces = new List <Enums.eRaceType>((int)Enums.eRaceType.All); // armours newArmourType = Enums.eArmourLocation.Head; BodySlots = 0; // weapons BaseWeaponDamage = 0; WeaponEffect = Enums.eStatusEffect.None; WeaponMultiTarget = false; WeaponRangeType = Enums.eWeaponType.Melee; MeleeTwoHanded = false; Range = 0f; MagicFocusType = Enums.eMagicFocusType.Self; MagicType = Enums.eMagicType.Support; MagicRadius = 1f; MagicEffect = Enums.eStatusEffect.None; MagicCost = 0; }