using System; using System.Collections; using System.Collections.Generic; using BITKit; using UnityEngine; namespace BITFALL.Items.Armor { [Serializable] [CustomType(typeof(ICount))] public struct AsArmor:IProperty,ICount { public int CurrentPoint; public int MaxPoint; public bool IsDamaged=>CurrentPoint$"{CurrentPoint}/{MaxPoint}"; public int Count => CurrentPoint; } public class AssetableArmor : AssetableItem { [Header(nameof(AssetableArmor))] [SerializeField] private int capacity; public int Capacity=>capacity; } }