using UnityEngine;
using System.Collections.Generic;
///
/// ScriptableObject representing a single puzzle step, its display info, and which steps it unlocks.
///
[CreateAssetMenu(fileName = "PuzzleStepSO", menuName = "Puzzle/Step")]
public class PuzzleStepSO : ScriptableObject
{
///
/// Unique identifier for this puzzle step.
///
public string stepId;
///
/// Display name for this step.
///
public string displayName;
///
/// Description of this step.
///
[TextArea]
public string description;
///
/// Icon for this step.
///
public Sprite icon;
///
/// List of steps that this step unlocks when completed.
///
[Header("Unlocks")]
public List unlocks = new List();
[Header("Interaction Settings")]
[Tooltip("Whether to show an indicator when this step is unlocked")]
[SerializeField] private bool showIndicator = false;
///
/// Whether to show an indicator when this step is unlocked.
///
public bool ShowIndicator => showIndicator;
///
/// Gets or sets whether to show an indicator.
///
public bool GetShowIndicator() => showIndicator;
public void SetShowIndicator(bool value) => showIndicator = value;
}