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