using System; using UnityEngine; public class ResourceSource : InventoryHolder { [SerializeReference] public Resource Resource; public InventoryHolder ParentInventory; public float InitialCapacity; private readonly IInventory _inventory; public override IInventory Inventory => _inventory; public ResourceSource() { _inventory = new Inventory2(InitialCapacity); } void Start() { _inventory.Capacity = InitialCapacity; if (ParentInventory != null && ParentInventory.Inventory is VirtualInventory) ((VirtualInventory)ParentInventory.Inventory).RegisterChild(_inventory); } }