private void handleItemStatus(Iuseable.status status) { if (status == Iuseable.status.e_consume) { m_inventory.RemoveOne(m_equipedItem); } }
public void UseItem() { if (m_inventory.GetItem(m_equipedItem) != null && m_inventory.GetItem(m_equipedItem).m_isUsable) { Iuseable useable = m_inventory.GetItem(m_equipedItem).m_item.GetComponent <Iuseable>(); if (useable != null) { //TODO should probably be handled in a seperate class Iuseable.status status = useable.Use(gameObject, m_orientation); m_animator.useItem(m_inventory.GetItem(m_equipedItem).m_itemId); handleItemStatus(status); } } }