Files
SimUL/Assets/Scripts/InteractableObjects/Fridge.cs
T
Vova 1774ab5b18 refactor interact system
interact only after PopupItemMenu button clicked
2023-11-16 16:11:39 +02:00

59 lines
1.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Fridge : BaseInteractableObject
{
[SerializeField]
private ContainerSO _containerSO;
[SerializeField]
//private ItemActionsUI _actionsMenu;
private List<FoodItemSO> _foodObjects = new List<FoodItemSO>();
protected override void InteractAction()
{
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)
{
var hunger = _player.Stats[StatsId.Food].MaxValue - _player.Stats[StatsId.Food].Value;
var eatingItems = _foodObjects.Count < (hunger / 10) ? _foodObjects.Count : (hunger / 10);
StartCoroutine(EatRoutine(eatingItems));
_foodObjects.RemoveRange(0, (int)eatingItems);
}
}
}
private IEnumerator EatRoutine(float timeToEat)
{
_player.SetPlayerActing(PlayerStates.Eating);
yield return new WaitForSeconds(timeToEat);
_player.SetPlayerActing(PlayerStates.Awake);
yield break;
}
}