init
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using System;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using VOID.Generic.Requirement;
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using VOID.Generic.Status.Effect;
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namespace VOID.Generic.Objects.Wearable
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{
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[Serializable]
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public class WearableObjectData : ObjectComponent<WearableObject>
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{
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#region Initialize
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protected override void SelfInitialize()
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{
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parent.itemData.stackable = false;
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parent.itemData.stackSize = 1;
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parent.itemData.stackSizeMax = 1;
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}
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#endregion
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[Title("Equip Effects")]
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[SerializeReference] public List<BasicEffect> effects = new();
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[Title("Equip Requirements")]
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[SerializeReference]
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public List<IUnitRequirement> requirements = new();
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}
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}
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