using System.Collections.Generic; using UnityEngine; public class Fridge : BaseInteractableObject { [SerializeField] private ContainerSO _containerSO; [SerializeField] private ItemActionsUI _actionsMenu; private List _foodObjects = new List(); public override void Interact(Player player) { _actionsMenu.Show(_containerSO.Name, $"Max items:{_containerSO.MaxCapacity} current items: {_containerSO.CurrentItemsCount}"); if (player.HasFoodObject()) { if (_foodObjects.Count < _containerSO.MaxCapacity) { _foodObjects.Add(player.GetFoodObject()); player.ClearFoodObject(); Debug.Log($"Fridge have {_foodObjects.Count} pices of food"); } else Debug.Log($"Fridge is full"); } else { //Eat menu if (_foodObjects.Count > 0) { while (player.Stats[StatsId.Food].Value < player.Stats[StatsId.Food].MaxValue && _foodObjects.Count > 0) { _foodObjects.RemoveAt(0); player.Eat(); } } } _containerSO.CurrentItemsCount = _foodObjects.Count; } }