#if UNITY_EDITOR using UnityEditor; #endif using UnityEngine; namespace BlueWater.Items { [CreateAssetMenu(fileName = "CocktailDataTable", menuName = "ScriptableObjects/CocktailDataTable")] public class CocktailDataSo : DataSo { [field: SerializeField] public int MaxLiquidCount { get; private set; } = 300; protected override void OnEnable() { base.OnEnable(); #if UNITY_EDITOR if (!EditorApplication.isPlayingOrWillChangePlaymode) { return; } #endif foreach (var element in _datas.Values) { element.ValidIngredients = element.GetValidIngredients(MaxLiquidCount); } } } }