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) { if (player.IsHoldContainerItem()) { var playerContainer = player.GetContainerItem(); if (!playerContainer.IsSalebleItems()) { if (_foodObjects.Count + playerContainer.GetItems().Count <= _containerSO.MaxCapacity) { foreach (FoodItemSO item in playerContainer.GetItems()) { _foodObjects.Add(item); } player.ClearContainerItem(); 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; } }