using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu] public class HiddenMap : ConsumableItem { public HiddenMapZone mapZone; public GameEvent_Int onMapZoneDiscovered; public override void Consume() { PlayerDataHandler.Instance.SaveMapUsedProgress(PlayerDataHandler.Instance.currentPlayerName.Value, mapZone); onMapZoneDiscovered.Raise((int)mapZone); } } [System.Serializable] public class HiddenMapInstance : ConsumableItemInstance { public HiddenMapZone mapZone; public GameEvent_Int onMapZoneDiscovered; public HiddenMapInstance(HiddenMap template) { ItemName = template.ItemName; Icon = template.Icon; sellPricePlayer = template.sellPricePlayer; sellPriceVendor = template.sellPriceVendor; description = template.description; templateIndex = ItemIndexer.Instance.Items.IndexOf(template); mapZone = template.mapZone; onMapZoneDiscovered = template.onMapZoneDiscovered; } public override void Consume() { PlayerDataHandler.Instance.SaveMapUsedProgress(PlayerDataHandler.Instance.currentPlayerName.Value, mapZone); onMapZoneDiscovered.Raise((int)mapZone); } }