using UnityEngine; public class Shelf : InventoryHolder, IDataPersistence { private Inventory inventory = new Inventory(50); public override Inventory Inventory => inventory; public override string Name => type; public string type = "shelf"; void Awake() { // Add("Лимонад", 5); // Add("Тортик", 22); // Add("Спичка", 100); } // private void Add(string key, int value) // { // int added = inventory.inventory.Add(key, value, true); // Debug.Log($"{key}: добавлено {added} из {value}"); // if (added < value) { // int dropped = DropToInventory.inventory.Add(key, value - added); // Debug.Log($"{key}: брошено {dropped} из {value - added}"); // } // } public void LoadData(ShelfData data) { type = data.type; transform.position = new Vector3(data.location.x, data.location.y, 0); transform.rotation = Quaternion.Euler(0, 0, data.angle); inventory.LoadData(data.inventory); } public void SaveData(ShelfData data) { data.type = type; data.location = new Vector2(transform.position.x, transform.position.y); data.angle = transform.rotation.z; inventory.SaveData(data.inventory); } }