InventoryItem.cs 2.2 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)
  29. {
  30. Debug.Log($"{itemName} is not consumable!");
  31. return;
  32. }
  33. switch (consumableEffect)
  34. {
  35. case ConsumableEffect.RestoreStamina:
  36. character.currentFatigue = Mathf.Min(character.maxFatigue, character.currentFatigue + effectAmount);
  37. UIUpdater.Instance?.UpdateCharacterFatigue(character);
  38. Debug.Log($"{character.characterName} consumes {itemName} and restores {effectAmount} stamina");
  39. break;
  40. case ConsumableEffect.RestoreHealth:
  41. character.currentHP = Mathf.Min(character.maxHP, character.currentHP + effectAmount);
  42. UIUpdater.Instance?.UpdateCharacterHP(character);
  43. Debug.Log($"{character.characterName} consumes {itemName} and restores {effectAmount} HP");
  44. break;
  45. case ConsumableEffect.RestoreBoth:
  46. character.currentFatigue = Mathf.Min(character.maxFatigue, character.currentFatigue + effectAmount);
  47. character.currentHP = Mathf.Min(character.maxHP, character.currentHP + effectAmount);
  48. UIUpdater.Instance?.UpdateCharacterFatigue(character);
  49. UIUpdater.Instance?.UpdateCharacterHP(character);
  50. Debug.Log($"{character.characterName} consumes {itemName} and restores {effectAmount} HP and Stamina");
  51. break;
  52. }
  53. // Reduce quantity
  54. quantity--;
  55. }
  56. }