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Merge pull request #5 from UVASGD/BiomeData
BiomeData v1
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Assets/TastyTavern/Source/ScriptableObjects/BiomeData.cs

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public class BiomeData : ScriptableObject
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{
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// Name of biome to be displayed in the shop, etc.
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[field: SerializeField]
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public string Name { get; set; }
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// Description of biome to be displayed in the shop, etc.
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[field: SerializeField]
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public string Description { get; set; }
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// How much the spell to get to this biome will cost in the shop
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[field:SerializeField]
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public int CostOfEntry { get; set; }
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public RecipeData[] RecipesAvailable { get; set; }
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// If star NPCs are getting cut, instead of recipesavailable, make a dictionary of <recipedata, int> to act as a list of recipes that appear in the shop in that biome, along with their costs
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// List of all ingredients to become available in the shop upon entering this biome
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[field: SerializeField]
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public IngredientData[] IngredientsAvailable { get; set; }
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// List of all possible customers that can randomly appear in while in this biome
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[field: SerializeField]
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public CustomerData[] CustomersAvailable { get; set; }
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// Extra variable(s) (not on the trello board):
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// List of all Equipment/Actions that become availible in the shop once the biome is entered
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[field: SerializeField]
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public ActionData[] EquipmentAvailable { get; set; } // Change ActionData to Equipment when the two are merged
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// Extra possible mechanics if we have time:
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// Maximum number of cucstomers that can appear in any given day in this biome
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[field: SerializeField]
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public int MaxCustomers { get; set; }
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// Minimum number of customers that can appear in any given day in this biome
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[field: SerializeField]
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public int MinCustomers { get; set; }
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// Required amount of customers served to unlock the next biome in the shop
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// Could also be the amount required to unlock THIS biome in the shop, depending on implementation
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[field: SerializeField]
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public int RequiredCustomers { get; set; }
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// Same as RequiredCustomers, just with amount of days completed (assuming a day system will be implemented, if not this is useless)
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[field: SerializeField]
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public int RequiredDays { get; set; }
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// Same as RequiredCustomers, jsut with total money earned all time/in this biome, would need a total money earned variable in PlayerManager to be implemented
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[field: SerializeField]
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public int RequiredMoney { get; set; }
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// Any (or none) of the requirements can be implemented as is necesary/possible
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}

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