InventoryItem.cs 1.7 KB

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  1. using UnityEngine;
  2. public enum ItemType
  3. {
  4. Consumable,
  5. Weapon,
  6. Armor,
  7. Quest,
  8. Misc
  9. }
  10. public enum ConsumableEffect
  11. {
  12. None,
  13. RestoreStamina,
  14. RestoreHealth,
  15. RestoreBoth
  16. }
  17. [System.Serializable]
  18. public class InventoryItem
  19. {
  20. public string itemName;
  21. public Sprite icon;
  22. public int quantity;
  23. public ItemType itemType = ItemType.Misc;
  24. public ConsumableEffect consumableEffect = ConsumableEffect.None;
  25. public int effectAmount = 20; // Amount of stamina/HP restored
  26. public void Use(CharacterInGroup character)
  27. {
  28. if (itemType != ItemType.Consumable) return;
  29. switch (consumableEffect)
  30. {
  31. case ConsumableEffect.RestoreStamina:
  32. character.currentFatigue = Mathf.Min(character.maxFatigue, character.currentFatigue + effectAmount);
  33. UIUpdater.Instance?.UpdateCharacterFatigue(character);
  34. break;
  35. case ConsumableEffect.RestoreHealth:
  36. character.currentHP = Mathf.Min(character.maxHP, character.currentHP + effectAmount);
  37. UIUpdater.Instance?.UpdateCharacterHP(character);
  38. break;
  39. case ConsumableEffect.RestoreBoth:
  40. character.currentFatigue = Mathf.Min(character.maxFatigue, character.currentFatigue + effectAmount);
  41. character.currentHP = Mathf.Min(character.maxHP, character.currentHP + effectAmount);
  42. UIUpdater.Instance?.UpdateCharacterFatigue(character);
  43. UIUpdater.Instance?.UpdateCharacterHP(character);
  44. break;
  45. }
  46. quantity--;
  47. }
  48. }