using BITKit; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace BITFALL { public interface IEquipmentSlot { } public abstract record EquipmentSlot: IEquipmentSlot { public override int GetHashCode() => GetType().GetHashCode(); } [System.Serializable] public sealed record EquipmentAsHead: EquipmentSlot { } [System.Serializable] public sealed record EquipmentAsBody : EquipmentSlot { } [System.Serializable] public sealed record EquipmentAsArmor : EquipmentSlot { } [System.Serializable] public sealed record EquipmentAsHeal : EquipmentSlot { } [System.Serializable] public sealed record EquipmentAsBackpack : EquipmentSlot { } [System.Serializable] public sealed record EquipmentAsArmorPlates : EquipmentSlot { } [System.Serializable] public sealed record EquipmentAsTactics : EquipmentSlot { } [System.Serializable] public sealed record EquipmentAsThrow : EquipmentSlot { } [System.Serializable] public sealed record EquipmentAsEquip : EquipmentSlot { } [System.Serializable] public sealed record EquipmentAsSlot : IProperty { [SerializeReference, SubclassSelector] public IEquipmentSlot slot; } }