60 lines
1.3 KiB
C#
60 lines
1.3 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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class PotionEffectsManager : ItemEffectsManager
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{
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public static new PotionEffectsManager Instance;
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public override void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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public override void UseItemEffect(ItemSlot itemSlot, PanelTypeEnum originPanel)
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{
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// origin panel is passed for script to be able to recognize from witch list remove object etc...
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DetectPotionType();
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// use other actions binded to item 2
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itemSlot.Item?.InvokeEffectAction();
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// remove potion from slot in specific panel...
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var panelUiManager = DetectOriginPanel(originPanel);
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panelUiManager.RemoveByPosition(itemSlot.Number);
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panelUiManager.UpdateList(); // refresh view
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}
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public void DetectPotionType()
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{
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// detect potion and use mached action
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// if( ... )
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// Health....Potion();
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}
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// use below function in one above - depending on the condition
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public void HealthBigPotion()
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{
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}
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public void HealthSmallPotion()
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{
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}
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// Add and invoke you own functions
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}
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