99 lines
2.8 KiB
C#
99 lines
2.8 KiB
C#
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 which list to remove the object etc...
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DetectPotionType(itemSlot);
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// use other action binded to item 2
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itemSlot.Item?.InvokeEffectAction();
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// remove potion from a 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(ItemSlot itemSlot)
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{
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var item = itemSlot.Item;
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// detect potion and use matched action
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if (item.name == "Full Health Potion")
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{
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HealthBigPotion();
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}
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else if(item.name == "Medium Health Potion")
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{
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HealthMediumPotion();
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}
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else if(item.name == "Small Health Potion")
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{
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HealthSmallPotion();
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}
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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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var playerMaxHealth = PlayerPrefs.GetFloat("maxHealth");
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var playerCurrentHealth = PlayerPrefs.GetFloat("health");
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playerCurrentHealth = playerMaxHealth;
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PlayerPrefs.SetFloat("health", playerCurrentHealth);
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}
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public void HealthMediumPotion()
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{
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var playerMaxHealth = PlayerPrefs.GetFloat("maxHealth");
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var playerCurrentHealth = PlayerPrefs.GetFloat("health");
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if(playerCurrentHealth < playerMaxHealth / 2)
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{
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playerCurrentHealth = playerCurrentHealth + playerMaxHealth / 2;
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}
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else
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{
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playerCurrentHealth = playerMaxHealth;
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}
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PlayerPrefs.SetFloat("health", playerCurrentHealth);
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}
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public void HealthSmallPotion()
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{
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var playerMaxHealth = PlayerPrefs.GetFloat("maxHealth");
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var playerCurrentHealth = PlayerPrefs.GetFloat("health");
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if(playerCurrentHealth < playerMaxHealth*3/4)
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{
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playerCurrentHealth = playerCurrentHealth + playerMaxHealth / 4;
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}
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else
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{
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playerCurrentHealth = playerMaxHealth;
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}
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PlayerPrefs.SetFloat("health", playerCurrentHealth);
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}
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// Add and invoke your own functions
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}
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