Scriptum/Assets/Scripts/REFACTORING/Application/Mission/Condition/Subject/CollectRequiredSubject.cs

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using System;
using UnityEngine;
/// <summary>
/// Note: we dont add here local counter like in (Kill condition) because amount of items may be decreasing after np selling not only increased
/// </summary>
[Serializable]
public class CollectRequiredSubject : RequiredSubject
{
protected override string MODEL_LOCALIZATION => "Items/";
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public CollectRequiredSubject(int requiredAmount) : base(requiredAmount) { }
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public CollectRequiredSubject(RequiredSubject requiredSubject) : base(requiredSubject.RequiredAmount, requiredSubject.RequiredObject) { }
public CollectRequiredSubject(int requiredAmount, GameObject enemy) : base(requiredAmount, enemy) { }
public CollectRequiredSubject(int requiredAmount, string enemyName) : base(requiredAmount, enemyName) { }
public override bool CheckCondition()
{
var isConditionMet =
InventoryUIManager.Instance.FindItemInWarehouseByName(RequiredObject.gameObject.name).Count >= RequiredAmount;
if (isConditionMet)
for(int i = 0; i < RequiredAmount; i++)
InventoryUIManager.Instance.RemoveOneByItemName(RequiredObject.gameObject.name);
return isConditionMet;
}
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}