using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; [Serializable] public class KillRequiredSubject : RequiredSubject // Enemy - WTF is this class... { protected override string MODEL_LOCALIZATION => "Enemies/"; [SerializeField] public int CurrentAmount; public KillRequiredSubject(RequiredSubject requiredSubject) : base(requiredSubject.RequiredAmount, requiredSubject.RequiredObject) { } public KillRequiredSubject(int requiredAmount, GameObject enemy, int currentAmount) : base(requiredAmount, enemy) { CurrentAmount = currentAmount; } public KillRequiredSubject(int requiredAmount, string enemyName, int currentAmount) : base(requiredAmount, enemyName) { CurrentAmount = currentAmount; } public KillRequiredSubject(int requiredAmount, int currentAmount) : base(requiredAmount) { CurrentAmount = currentAmount; } public void IncreaseAmount() { Debug.Log("IncreaseAmount"); CurrentAmount += 1; Debug.Log("New Amount: " + CurrentAmount); } public void IncreaseAmount(int amount) { CurrentAmount += amount; } public override bool CheckCondition() { return CurrentAmount >= RequiredAmount; } }