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); } }