// when item is selected public void OnItemSelected(int id) { // if item quantity is above 0 and debuff won't degrade enemy hp below 0 and buff won't expand hero hp above max if (itemList.GetItemQuantity(id) > 0 && enemyHP + itemList.GetEnemyBuff(id) > 0 && playerHP + itemList.GetHeroBuff(id) <= playerMaxHP) { Camera.main.transform.position = new Vector3(0f, 0f, -1f); // move camera back to battle enemyHB.RemoveHP(5.594886f / (float)enemyMaxHP * -itemList.GetEnemyBuff(id)); // move enemy hp bar enemyHP += itemList.GetEnemyBuff(id); // change enemy hp enemyHPtext.text = enemyHP.ToString(); // change enemy hp text playerHB.AddHP(5.594886f / (float)playerMaxHP * itemList.GetHeroBuff(id)); // move player hp bar playerHP += itemList.GetHeroBuff(id); // change player hp playerHPtext.text = playerHP.ToString(); // change hero hp text itemList.gameObject.SetActive(false); // turn off item list GameObject.FindObjectOfType <Equipment>().RemoveItem(itemList.GetItem(id)); // remove item from inventory itemList.ChangeResetStatus(); // on next inventory visit list will be reloaded from eq } }