Files
HauntedBloodlines/Assets/Scripts/Inventory/Items/Collectables/DiaryInventoryItem.cs
2025-05-29 22:31:40 +03:00

45 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TRInventoryUpdatable
{
public class DiaryInventoryItem : MonoBehaviour, InventoryUpdatable, IUsable
{
[SerializeField] private Animator diaryPivotAnimator;
[SerializeField] private Animator diaryAnimator;
[Tooltip("The name of the diary (This is being updated in the UI of the inventory where the text for the name is)")]
public string diaryName;
[Tooltip("The Description of the diary")]
public string diaryDescription;
[Tooltip("The State that the collectables need to go to after the player presses the button to USE the Diary")]
public string inventoryCollectablesMenuStateName;
public void InventoryUpdate()
{
InventoryManager.GetInstance().ringInventoryGear.itemName.text = diaryName;
InventoryManager.GetInstance().ringInventoryGear.itemDescription.text = diaryDescription;
}
public void Use()
{
//Change state according to the diary that the is being used:
//InventoryCollectablesMenuManager.GetInstance().UpdateCollectableMenuStateByName(inventoryCollectablesMenuStateName);
//InventoryManager.GetInstance().GoToCollectablesMenuState();
//InventoryCollectablesMenuManager.GetInstance().UpdateCollectablesMenu();
StartCoroutine(OpenDiary());
}
IEnumerator OpenDiary()
{
diaryPivotAnimator.SetTrigger("InventoryItemFaceScreen");
diaryAnimator.SetBool("IsOpen",true);
yield return new WaitForSecondsRealtime(1f);
InventoryCollectablesMenuManager.GetInstance().UpdateCollectableMenuStateByName(inventoryCollectablesMenuStateName);
InventoryManager.GetInstance().GoToCollectablesMenuState();
InventoryCollectablesMenuManager.GetInstance().UpdateCollectablesMenu();
}
}
}