Net.Project.B/Src/WorldNode/UnityLootNode.cs

139 lines
2.9 KiB
C#

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
}
}