using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu (fileName = "Crafting Blueprint Template", menuName = "GKC/Create Crafting Blueprint Template", order = 51)] public class craftingBlueprintInfoTemplate : ScriptableObject { public string Name; public int ID = 0; [Space] public int amountObtained = 1; [Space] public bool isRawMaterial; [Space] [Header ("Object To Place Settings")] [Space] public bool useObjectToPlace; public GameObject objectToPlace; public Vector3 objectToPlacePositionOffset; [Space] public bool useCustomLayerMaskToPlaceObject; public LayerMask customLayerMaskToPlaceObject; public LayerMask layerMaskToAttachObject; [Space] public bool objectCanBeRotatedOnYAxis = true; public bool objectCanBeRotatedOnXAxis; [Space] [Header ("Craft Object In Time Settings")] [Space] public bool craftObjectInTime; public float timeToCraftObject; [Space] [Space] [Header ("Craft Ingredients Settings")] [Space] public List craftingIngredientObjectInfoList = new List (); [Space] [Header ("Repair Ingredients Settings")] [Space] public List repairIngredientObjectInfoList = new List (); [Space] [Header ("Broken Ingredients Settings")] [Space] public List brokenIngredientObjectInfoList = new List (); [Space] [Header ("Disassemble Ingredients Settings")] [Space] public List disassembleIngredientObjectInfoList = new List (); [Space] [Space] [Header ("Stats Settings")] [Space] public bool checkStatsInfoToCraft; [Space] public List craftingStatInfoToCraftList = new List (); [Space] [Header ("Process Material Settings")] [Space] public List processMaterialInfoList = new List (); }