using UnityEngine;

namespace IStalk.Data
{
    public enum ShrineItemType
    {
        OcularPaint,
        Mirror,
        SmokeBomb,
        Decoy,
        WeightReducer,
        GrapplingHook
    }

    [CreateAssetMenu(fileName = "ShrineItem_", menuName = "IStalk/Item Database/Shrine Item")]
    public class ShrineItemData_SO : ScriptableObject
    {
        [Header("Identity")]
        public string itemId;
        public string displayName;
        [TextArea(2, 4)]
        public string description;
        public Sprite icon;

        [Header("Economy")]
        [Range(1, 200)]
        public int lootCost;
        [Range(-5f, 10f)]
        public float weightDelta;

        [Header("Activation")]
        public ShrineItemType itemType;
        public float cooldown;
        public bool isConsumedOnUse;

        [Header("Effect Parameters")]
        public float effectRadius;
        public float effectDuration;
        public float effectIntensity;

        [Header("Audio/Visual")]
        public AudioClip activationSound;
        public GameObject activationVfxPrefab;
    }
}
