private void GiveRandomReward(string friendId) { RewardData reward = PersistentSingleton <Economies> .Instance.Gifts.AllotObject(); int numUnlockedHeroes = Singleton <EconomyHelpers> .Instance.GetNumUnlockedHeroes(PlayerData.Instance.LifetimeChunk.Value); RewardAction item = RewardFactory.ToRewardAction(reward, RarityEnum.Common, numUnlockedHeroes, friendId); RewardActions.Add(item); }
private void Start() { Rewards = new RewardFactory(); PlayerPrefs.SetInt("score", 0); Settings.Init(); PlayerData.Init(); StartCoroutine(ConnectToPlayfab()); #if UNITY_ANDROID && !UNITY_EDITOR androidApiLevel = int.Parse(SystemInfo.operatingSystem.Substring(SystemInfo.operatingSystem.IndexOf("-") + 1, 3)); Debug.LogError("Running on Android API: " + androidApiLevel); Vibration.Initialize(androidApiLevel); #endif }
private void StartRewardSequence(int heroIndex) { ApplyAvailable.Value = true; RewardActions.Clear(); RewardData reward = new RewardData(RewardEnum.AddToCoins, m_coinReward.Value); RewardActions.Add(RewardFactory.ToRewardAction(reward, RarityEnum.Common)); if (m_relicReward.Value > 0L) { RewardData reward2 = new RewardData(RewardEnum.AddToRelics, m_relicReward.Value); RewardActions.Add(RewardFactory.ToRewardAction(reward2, RarityEnum.Common)); } BindingManager.Instance.BossSuccessManager.ShowReward(heroIndex); }
private void GenerateAndOpenChest(int rewardAmount, ChestEnum chest) { Singleton <FundRunner> .Instance.OpenChests(1); Singleton <FakeFundRunner> .Instance.CopyFunds(); List <ChestRewardConfig> rewards = CreateChestRewards(rewardAmount, chest); RewardActions = RewardFactory.ToRewardActions(rewards, PlayerData.Instance.LifetimeCreatures.Value); foreach (RewardAction rewardAction in RewardActions) { rewardAction.GiveReward(); } ShowChestOpening(); }
public void ClaimTournamentPrice() { int tournamentID = PlayerData.Instance.TournamentIdCurrent.Value; PersistentSingleton <PlayFabService> .Instance.LoggedOnPlayerId.Take(1).Subscribe(delegate { UploadTournamentRun(tournamentID); }).AddTo(SceneLoader.Instance); PlayerHighestWorld.Value = PlayerData.Instance.TournamentRun.Value[PlayerData.Instance.TournamentRun.Value.Length - 1]; BindingManager.Instance.TournamentRewardsClaimingParent.ShowInfo(); if (PersistentSingleton <GameAnalytics> .Instance != null) { PersistentSingleton <GameAnalytics> .Instance.TournamentEvent.SetValueAndForceNotify(value : false); } TournamentConfig tournamentPriceBracket = Singleton <EconomyHelpers> .Instance.GetTournamentPriceBracket(PlayerRank.Value); for (int i = 0; i < tournamentPriceBracket.Rewards.Length; i++) { if (tournamentPriceBracket.Rewards[i] == null) { continue; } if (tournamentPriceBracket.Rewards[i].Type == RewardEnum.AddToBerries) { for (int j = 0; j < tournamentPriceBracket.Rewards[i].Amount; j++) { RewardFactory.ToRewardAction(new RewardData(RewardEnum.AddToBerries, 1L), RarityEnum.Common, Singleton <EconomyHelpers> .Instance.GetNumUnlockedHeroes(PlayerData.Instance.LifetimeChunk.Value)).GiveReward(); } } else { RewardFactory.ToRewardAction(tournamentPriceBracket.Rewards[i], RarityEnum.Common).GiveReward(); } } ResetTournamentValues(); }
public void ClaimRewards() { m_claimedRewards = true; BigDouble[] value = Rewards.Value; for (int i = 0; i < value.Length; i++) { if (!(value[i] > BigDouble.ZERO)) { continue; } RewardData reward = new RewardData((RewardEnum)i, value[i]); int numUnlockedHeroes = Singleton <EconomyHelpers> .Instance.GetNumUnlockedHeroes(PlayerData.Instance.LifetimeChunk.Value); switch (i) { case 29: { int[] array2 = new int[numUnlockedHeroes]; for (int l = 0; l < value[i]; l++) { array2[Random.Range(1, numUnlockedHeroes)]++; } for (int m = 0; m < numUnlockedHeroes; m++) { if (array2[m] > 0) { reward = new RewardData(RewardEnum.AddToSpecificBerries, array2[m]); RewardAction rewardAction3 = RewardFactory.ToRewardAction(reward, RarityEnum.Common, numUnlockedHeroes, null, m); rewardAction3.GiveReward(); } } break; } case 25: { List <RewardEnum> unlockedSkills = Singleton <EconomyHelpers> .Instance.GetUnlockedSkills(); int[] array = new int[unlockedSkills.Count]; for (int j = 0; j < value[i]; j++) { array[Random.Range(0, unlockedSkills.Count)]++; } for (int k = 0; k < unlockedSkills.Count; k++) { reward = new RewardData(unlockedSkills[k], array[k]); RewardAction rewardAction2 = RewardFactory.ToRewardAction(reward, RarityEnum.Common); rewardAction2.GiveReward(); } break; } default: { RewardAction rewardAction = RewardFactory.ToRewardAction(reward, RarityEnum.Common); rewardAction.GiveReward(); break; } } } }