using System.Collections.Generic;
using EscapeRoomEngine.Engine.Runtime.Requirements;
using NaughtyAttributes;
using UnityEngine;
namespace EscapeRoomEngine.Engine.Runtime.Modules
{
///
/// The description of a specific module variant. Includes any requirements, the types and the module state that should be initialised with the module.
///
[CreateAssetMenu(menuName = "Modules/Generic Module")]
public class ModuleDescription : ScriptableObject
{
[Tooltip("The module types decide how this module can be used.")]
public List types = new();
public ModuleState modulePrefab;
[BoxGroup("Requirements")]
public List preconditionRequirements = new();
[BoxGroup("Requirements")]
public List placementRequirements = new();
internal bool HasType(ModuleType type)
{
return types.Contains(type);
}
}
}