add ckg
plantilla base para movimiento básico
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class staminaOnInventory : objectOnInventory
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{
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public override void activateUseObjectActionOnInventoryWithExternalCharacter (GameObject currentPlayer, GameObject currentExternalCharacterForInventoryUsage, int amountToUse)
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{
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useObject (currentPlayer, currentExternalCharacterForInventoryUsage, amountToUse);
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}
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public override void activateUseObjectActionOnInventory (GameObject currentPlayer, int amountToUse)
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{
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useObject (currentPlayer, currentPlayer, amountToUse);
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}
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void useObject (GameObject characterInventoryOwner, GameObject characterToReceiveObjectEffect, int amountToUse)
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{
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float totalAmountToUse = mainInventoryObject.inventoryObjectInfo.amountPerUnit * amountToUse;
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float totalAmountToPick = applyDamage.getStaminaAmountToPick (characterToReceiveObjectEffect, totalAmountToUse);
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applyDamage.setStamina (totalAmountToPick, characterToReceiveObjectEffect, false);
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int totalAmountUsed = (int)totalAmountToPick / mainInventoryObject.inventoryObjectInfo.amountPerUnit;
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if (totalAmountToPick % totalAmountToUse > 0) {
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totalAmountUsed += 1;
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}
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if (!useOnlyAmountNeeded) {
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totalAmountUsed = amountToUse;
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}
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if (amountToUse > 0) {
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checkExternalElementsOnUseInventoryObject (characterToReceiveObjectEffect);
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}
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inventoryManager currentInventoryManager = characterInventoryOwner.GetComponent<inventoryManager> ();
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if (currentInventoryManager != null) {
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currentInventoryManager.setUseObjectWithNewBehaviorResult (totalAmountUsed);
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}
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}
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}
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