IEnumerator UseItem() { state = InventoryUIState.Busy; var usedItem = inventory.UseItem(selectedItem, partyScreen.SelectedUnit); if (usedItem != null) { yield return(DialogManager.Instance.ShowDialogText($"A {usedItem.Name} Has Been Used")); onItemUsed?.Invoke(); } else { yield return(DialogManager.Instance.ShowDialogText($"Piece dosent need that item")); } ClosePartyScreen(); }
void ClosePartyScreen() { state = InventoryUIState.ItemSelection; partyScreen.gameObject.SetActive(false); }
void OpenPartyScreen() { state = InventoryUIState.PartySelection; partyScreen.gameObject.SetActive(true); }