void InstantiateSalesItems() { GrottoSpawnPoint gsp = GrottoSpawnPoint; for (int i = 0; i < gsp.SaleItemPrefabs.Count; i++) { Collectible cPrefab = gsp.SaleItemPrefabs[i]; SaleItemView v = _saleItemViews[i]; // TODO: Instantiate these dynamically if (cPrefab == null || v == null) { continue; } cPrefab.riseUpWhenCollected = false; int price = gsp.SaleItemPrices[i]; string cName = cPrefab.itemPrefab.name; Item item = Inventory.Instance.GetItem(cName); if (!item.IsMaxedOut) { Collectible c = Grotto.InstantiateItem(cPrefab.gameObject, v.transform, price); c.name = cName; _salesItems.Add(c); } string priceText = price.ToString(); v.UpdatePriceText(priceText); v.gameObject.SetActive(!item.IsMaxedOut); } }
void ShowTheShopItems(bool doShow = true) { if (_salesItems.Count == 0) { InstantiateSalesItems(); } for (int i = 0; i < _salesItems.Count; i++) { Collectible c = _salesItems[i]; SaleItemView v = _saleItemViews[i]; // TODO: Instantiate these dynamically if (c == null || v == null) { continue; } Item item = Inventory.Instance.GetItem(c.name); v.gameObject.SetActive(doShow && !item.IsMaxedOut); } _rupeePriceSymbol.SetActive(doShow); return; }