using System; using System.Collections; using System.Collections.Generic; using BITKit; using BITKit.WorldNode; #if UNITY_5_3_OR_NEWER using UnityEngine; #endif namespace Net.Project.B.WorldNode.Loot { [Serializable] public struct CommonLootNode : IReference { public string Get() => "loot_common"; } [Serializable] public struct MedicalLootNode : IReference { public string Get() => "loot_medical"; } [Serializable] public struct MilitaryLootNode : IReference { public string Get() => "loot_military"; } [Serializable] public struct FoodLootNode : IReference { public string Get() => "loot_food"; } [Serializable] public struct BeverageLootNode : IReference { public string Get() => "loot_beverage"; } [Serializable] public struct HouseholdToolsLootNode : IReference { public string Get() => "loot_household_tools"; } [Serializable] public struct HardwareToolsLootNode : IReference { public string Get() => "loot_hardware_tools"; } [Serializable] public struct SurvivalGearLootNode : IReference { public string Get() => "loot_survival_gear"; } [Serializable] public struct ConstructionLootNode : IReference { public string Get() => "loot_construction"; } [Serializable] public struct ClothingLootNode : IReference { public string Get() => "loot_clothing"; } [Serializable] public struct ElectronicsLootNode : IReference { public string Get() => "loot_electronics"; } [Serializable] public struct FuelLootNode : IReference { public string Get() => "loot_fuel"; } [Serializable] public struct MeleeWeaponLootNode : IReference { public string Get() => "loot_melee_weapon"; } [Serializable] public struct RangedWeaponLootNode : IReference { public string Get() => "loot_ranged_weapon"; } [Serializable] public struct ThrowableLootNode : IReference { public string Get() => "loot_throwable"; } [Serializable] public struct TrapLootNode : IReference { public string Get() => "loot_trap"; } [Serializable] public struct QuestItemLootNode : IReference { public string Get() => "loot_quest_item"; } [Serializable] public struct TradeGoodsLootNode : IReference { public string Get() => "loot_trade_goods"; } [Serializable] public struct AnimalProductLootNode : IReference { public string Get() => "loot_animal_product"; } } namespace Net.Project.B.WorldNode { [Serializable] public class UnityLootNode : IWorldNode { #if UNITY_5_3_OR_NEWER [SerializeReference, SubclassSelector] public IReference lootName; public string LootName => lootName?.Value; #endif } }