using System; using System.Collections; using System.Collections.Generic; using BITKit; using UnityEngine; namespace BITFALL.Items.Armor { [Serializable] public struct AddArmor:IProperty { public int Armor; } public class AssetableArmor : AssetableItem { [Header(nameof(AssetableArmor))] [SerializeField] private int maxArmor; public int MaxArmor=>maxArmor; } }