using System.Collections.Generic; using Interfaces; using Sirenix.OdinInspector; using Sirenix.Serialization; using UnityEngine; namespace Inventory { [CreateAssetMenu(menuName = "Game/Item/StatModifierItem")] public class StatModifierItem : SerializedScriptableObject { public string itemName; [TextArea] public string description; public Sprite icon; public int price; public List cures = new(); public List curses = new(); [Button("Build Description")] private void BuildDescription() { var descriptionBuilder = new System.Text.StringBuilder(); foreach (var modifier in cures) { if (descriptionBuilder.Length > 0) descriptionBuilder.Append(", "); var desc = $"Cure: {modifier.Description}"; descriptionBuilder.Append(desc); } foreach (var modifier in curses) { if (descriptionBuilder.Length > 0) descriptionBuilder.Append(", "); var desc = $"Curse: {modifier.Description}"; descriptionBuilder.Append(desc); } description = descriptionBuilder.ToString(); } } }