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