Potion Logic

Most of the potion logic for now
This commit is contained in:
2025-08-02 02:54:53 +02:00
parent 65f3409eba
commit 630c54f7ff
20 changed files with 981 additions and 95 deletions

View File

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using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class PotionHandler:MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
private Dictionary<PotionType, int> potions = new Dictionary<PotionType, int>();
[SerializeField] private TextMeshProUGUI textMeshProUGUI;
[SerializeField] private PotionType potionType;
public enum PotionType
{
HealthSmall,
HealthBig,
Mana,
None
}
public PotionHandler()
{
foreach (PotionType type in System.Enum.GetValues(typeof(PotionType)))
{
potions.Add(type, 0);
}
//textMeshProUGUI.text = potions[potionType].ToString();
}
public void AddPotion(PotionType type, int amount = 1)
{
potions[type] += amount;
Debug.Log(potions[type]);
if(type == potionType)
{
textMeshProUGUI.text= potions[type].ToString();
}
//Debug.Log("Text is: " + textMeshProUGUI.text);
}
public bool UsePotion(PotionType type, int amount = 1)
{
potions[type] -= amount;
return true;
}
public int GetAmount(PotionType type)
{
return potions[type];
}
public bool IsEmpty(PotionType type)
{
return GetAmount(type) == 0;
}
}