private void DebugStuff() { var tx2d = EditorGUIUtility.FindTexture("console.erroricon"); var debugSprite = Sprite.Create(tx2d, new Rect(0, 0, tx2d.width, tx2d.height), new Vector2(0.5f, 0.5f), 100f); var debugSprite2 = Sprite.Create(tx2d, new Rect(0, 0, tx2d.width, tx2d.height), new Vector2(0.5f, 0.5f), 100f); var def = new ArmorDefinition() { ArmorType = ArmorType.Chest, DisplayName = "Chest", Description = "debug Chest", Icon = new SpriteModel(debugSprite), Id = ObjectId.GenerateNewId(), Rarity = Rarity.Common, }; def.Stats.Add(new StatModifier(ModifierType.Constant, -10, "Strength")); def.Stats.Add(new StatModifier(ModifierType.PercentOnCurrent, 2, "Strength")); def.Stats.Add(new StatModifier(ModifierType.PercentOnDefault, 10, "Strength")); var weadef = new WeaponDefinition() { WeaponType = WeaponType.MainHand, DisplayName = "MainHand", Description = "MainHand debug", Icon = new SpriteModel(debugSprite2), Id = ObjectId.GenerateNewId(), Rarity = Rarity.Legendary }; weadef.Stats.Add(new StatModifier(ModifierType.Constant, 10, "Health")); weadef.Stats.Add(new StatModifier(ModifierType.PercentOnCurrent, 5, "Health")); weadef.Stats.Add(new StatModifier(ModifierType.PercentOnDefault, 10, "Health")); var codef = new ConsumableItemDefinition() { DisplayName = "Consumable", Description = "Consumable", Icon = new SpriteModel(debugSprite2), Id = ObjectId.GenerateNewId(), Rarity = Rarity.Legendary }; Weapons[WeaponType.MainHand].Add(new WeaponItem(weadef)); Equipment[ArmorType.Chest].Add(new ArmorItem(def)); this[0, 0].Add(new ConsumableItem(codef)); }
public ArmorItem(ArmorDefinition definition) { Definition = new ArmorDefinition(definition); }