Scriptum/Assets/Scripts/REFACTORING/Application/Item/Effects/PotionEffectsManager.cs
2022-12-22 03:38:00 +01:00

60 lines
1.3 KiB
C#

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