using IStalk.Runner;
using UnityEngine;

namespace IStalk.Data
{
    [CreateAssetMenu(fileName = "Wearable_", menuName = "IStalk/Item Database/Wearable")]
    public class WearableData_SO : ScriptableObject
    {
        [Header("Identity")]
        public string wearableId;
        public string displayName;
        [TextArea(2, 4)]
        public string description;
        public Sprite icon;

        [Header("Ability")]
        public WearableAbilityType abilityType;
        public bool isPassive;
        [Tooltip("Cooldown in seconds (0 for passive abilities)")]
        public float cooldown;

        [Header("World Pickup")]
        public GameObject worldPrefab;

        [Header("Shrine Purchase")]
        [Tooltip("0 = not purchasable at shrine")]
        public int lootCost;

        [Header("Throw")]
        [Tooltip("Max throw distance when passing to teammate")]
        public float throwRange = 8f;
    }
}
