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