// Updates interactability based on character selected public void CharacterSelected(RPGsys.Character selectedCharacter) { if (character == selectedCharacter) { button.interactable = false; background.color = selectedBGColor; } else { button.interactable = true; background.color = defaultBGColor; } }
//yeah this whole sectoion is bad but works, refactor later (changes in basically all base stat/buff class) //either use a potion or equip an item public bool Use(Item item, RPGsys.Character character) { if (item != null && character != null && playerInventory.IndexOf(item) >= 0) { Debug.Log("defence of bard Before adding: " + character.Def); //if the item can be eaten, uses it and then discards from list, if equipable moves it to character list if (character.UseItem(item)) { Discard(item); return(true); } else { return(false); } } else { Debug.Log("Item not found"); return(false); } }
public void ApplyEffect(RPGsys.Character character) { Effect.Apply(character, this); }
public abstract bool IsUsable(RPGsys.Character character);
public abstract bool Use(RPGsys.Character character);
public void SetCharacter(RPGsys.Character character) { this.character = character; portrait.sprite = character.ButtonPortrait; }