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ItemAction_StatsEditorItem.cs
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ItemAction_StatsEditorItem.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ItemAction_StatsEditorItem : MonoBehaviour
{
public GameObject Belonger;
public enum WantedStat
{
Health,
Hunger,
Thirst,
Adrenaline,
Blood,
Sanity,
Energy
}
public float HowMuch;
public float ConsumedProgress;
public string ProcessName;
//public ItemAction_StatsEditorItem.WantedStat WS;
public List<ActionPerform.EachStat> AllStats = new List<ActionPerform.EachStat>();
int itmID;
void Start()
{
Belonger = gameObject.GetComponent<ItemFunctionFoundation>().blng;
itmID = gameObject.GetComponent<ItemFunctionFoundation>().itmID;
}
void Update()
{
if (ConsumedProgress >= HowMuch)
{
Belonger.gameObject.GetComponent<ActionPerform>().Performing = false;
Destroy(gameObject);
}
}
public void CallProcess()
{
//Belonger.gameObject.GetComponent<ActionPerform>().ItemAction_ActionBullet = WS;
//longer.gameObject.GetComponent<ActionPerform>().WantedStats.Add();
Belonger.gameObject.GetComponent<ActionPerform>().StopAction();
foreach (ActionPerform.EachStat ES in AllStats)
{
Debug.Log("Another");
Belonger.gameObject.GetComponent<ActionPerform>().WantedStats.Add(ES);
}
Belonger.gameObject.GetComponent<ActionPerform>().ProcessName = ProcessName;
Belonger.gameObject.GetComponent<ActionPerform>().CurrentActionBullet = "ItemAction_StatsEditorItem";
Belonger.gameObject.GetComponent<ActionPerform>().ItemID = itmID;
Belonger.gameObject.GetComponent<ActionPerform>().CurrentItem = gameObject;
Belonger.gameObject.GetComponent<ActionPerform>().TimeToPerform = HowMuch;
Belonger.gameObject.GetComponent<ActionPerform>().Progress = ConsumedProgress;
Belonger.gameObject.GetComponent<ActionPerform>().Performing = true;
}
}