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@@ -1,44 +1,69 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// A Slot can contain an item and its count. Used for the inventory.
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/// </summary>
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[Serializable]
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public class Slot
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{
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[Header("Slot")]
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[Tooltip("The item which is in this slot")]
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[SerializeField]
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Item item = null;
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[Tooltip("The count of the contained item")]
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[SerializeField]
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int count = 0;
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#region GETTER & SETTER
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public Item GetItem() => item;
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public void SetItem(Item _item) => item = _item;
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public int GetCount() => count;
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public void AddCount(int value) => count += value;
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public void SetCount(int newCount)
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{
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count = newCount;
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if (count <= 0)
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Clear();
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}
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#endregion
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/// <summary>
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/// <c>AddCount</c> adds a value to the current count. The slot does not have any logic for the maximum stack size.
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/// </summary>
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/// <param name="value">Value which should be added.</param>
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public void AddCount(int value) => count += value;
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/// <summary>
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/// <c>RemoveCount</c> removes a value from the current count. It clears the slot if count == 0.
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/// </summary>
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/// <param name="value">Value which should be removed.</param>
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public void RemoveCount(int value)
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{
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count -= value;
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if (count <= 0)
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Clear();
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}
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/// <summary>
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/// Sets the count to 0
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/// </summary>
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public void ResetCount() => count = 0;
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/// <summary>
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/// Clears the hole slot
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/// </summary>
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public void Clear()
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{
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item = null;
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count = 0;
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}
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/// <summary>
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/// Gives you a copy of this slot.
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/// </summary>
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/// <returns>Copy of this slot</returns>
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public Slot Copy()
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{
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Slot slot = new Slot();
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@@ -47,6 +72,12 @@ public class Slot
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return slot;
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}
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/// <summary>
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/// Sets the item and count of this slot.
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/// </summary>
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/// <param name="_item"></param>
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/// <param name="_count"></param>
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public void Set(Item _item, int _count = 1)
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{
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item = _item;
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