// Use this for initialization void Start() { shopManager = Gamemanager.main.GetComponent <ShopSystem>(); GetComponent <Text>().text = itemName; originColor = this.GetComponent <Text>().color; checkIfLimit(); }
private void OnMouseOver() { if (EventSystem.current.IsPointerOverGameObject() || !canBeBuild) { return; } if (GameManager.Instance.toolToBuild != null && currentObject == null) { spr.color = targetColor; // build if (Input.GetMouseButtonDown(0)) { if (ShopSystem.CanBuild()) { PlaceTool(); } else { shake.CameraShake(); // Show not enought money UI shake.ShowNotEnoughMoney(); // sound AudioManager.Play(Sound.MoneyNotEnoughSound); } } else { return; } } return; }
private static void Prefix(ShopSystem __instance, bool actor, int typ, ref Dictionary <int, int> ___shopItems) { if (!Main.enabled || DateFile.instance.itemSortLists.Count == 0) { return; } var df = DateFile.instance; IOrderedEnumerable <KeyValuePair <int, int> > val = null; if (Main.settings.isdesc == true) { val = ___shopItems.OrderByDescending(kv => int.Parse(df.GetItemDate(kv.Key, 999, true))).OrderByDescending(kv => (10000 * int.Parse(df.GetItemDate(kv.Key, Main.sorttypes[df.itemSortLists[0]], true)) + int.Parse(df.GetItemDate(kv.Key, Main.sorttypes[df.itemSortLists[1]], true)))); } else { val = ___shopItems.OrderBy(kv => int.Parse(df.GetItemDate(kv.Key, 999, true))).OrderBy(kv => (10000 * int.Parse(df.GetItemDate(kv.Key, Main.sorttypes[df.itemSortLists[0]], true)) + int.Parse(df.GetItemDate(kv.Key, Main.sorttypes[df.itemSortLists[1]], true)))); } ___shopItems = val.ToDictionary((KeyValuePair <int, int> o) => o.Key, (KeyValuePair <int, int> p) => p.Value); return; }
// 隐藏低品级商品 // *** 在这个地方改,会导致交易之后隐藏的商品真的消失 *** // 应该在 ShopSystem::SetItems 方法的 actor == false 的流程中的 MakeItem 方法调用时过滤,但是太麻烦了,暂时不想改 private static void Postfix(ref ShopSystem __instance) { if (Main.settings.hideLowQuality) { __instance.shopItems = Merchandise.FilterLowQualityItems(__instance.shopItems); } }
void OnGUI() { EditorGUILayout.LabelField("Shop"); Shop = EditorGUILayout.ObjectField(Shop, typeof(ShopSystem), true) as ShopSystem; EditorGUILayout.LabelField("Shop Browser Window"); BrowserWindow = EditorGUILayout.ObjectField(BrowserWindow, typeof(Transform), true) as Transform; if (Shop != null && BrowserWindow != null) { Furniture item = ItemPrefab.GetComponent <Furniture>(); EditorGUILayout.LabelField(""); item.Name = EditorGUILayout.TextField("Name", item.Name); if (item.Name != null && item.Name != "") { item.Description = EditorGUILayout.TextField("Description", item.Description); item.Price = EditorGUILayout.FloatField("Price", item.Price); item.OneTimePurchase = EditorGUILayout.Toggle("One Time Purchase", item.OneTimePurchase); EditorGUILayout.LabelField("Button Sprite"); ItemButton.GetComponent <Image>().sprite = EditorGUILayout.ObjectField(ItemButton.GetComponent <Image>().sprite, typeof(Sprite), true) as Sprite; EditorGUILayout.LabelField("Item Sprite"); ItemPrefab.GetComponent <Image>().sprite = EditorGUILayout.ObjectField(ItemPrefab.GetComponent <Image>().sprite, typeof(Sprite), true) as Sprite; item.ProductImage = ItemPrefab.GetComponent <Image>().sprite; item.PurchaseSound = EditorGUILayout.TextField("Purchase Sound", item.PurchaseSound); if (GUILayout.Button("Create Item")) { CreateItem(); } } } }
// Start is called before the first frame update void Start() { menu = GameObject.Find("UI_Shop"); shopSystem = menu.GetComponent <ShopSystem>(); anim = GetComponent <Animator>(); AIMove = GetComponent <AIMovement>(); }
private static void Postfix(ShopSystem __instance) { if (!Main.on) { return; } Utils.ButtonConfirm(__instance.shopOkButton); }
private void Awake() { moneyManager = FindObjectOfType <MoneyManager>(); waveSpawner = FindObjectOfType <WaveSpawner>(); shop = FindObjectOfType <ShopSystem>(); input = FindObjectOfType <StrategyInput>(); BuildAction = Build; shop.OnBuild += BuildAction; }
private static void AfterSceneLoad() { // Initialize basic game systems. var userInterfaceSystem = new UserInterfaceSystem(); var controlSystem = new ControlSystem(resourcesData.gameplaySettings); var keysSystem = new KeysSystem(resourcesData.stagePrefabs); var stageSystem = new StageSystem(resourcesData.stagePrefabs, keysSystem); var ballSystem = new BallSystem(resourcesData.ballPrefabs, stageSystem); var gameCurrencySystem = new GameCurrencySystem(userInterfaceSystem); var monetizationSystem = new MonetizationSystem(resourcesData.monetizationSettings, gameCurrencySystem); var shopSystem = new ShopSystem(resourcesData.shopModel, ballSystem, gameCurrencySystem, monetizationSystem); // Initialize gameplay systems. var gameInteractionsSystem = new GameInteractionsSystem(ballSystem, keysSystem, stageSystem); var gameInterfaceSystem = new GameInterfaceSystem(stageSystem, gameInteractionsSystem); // Register a proxy service for gameplay systems. var gameplaySystemsProxy = new GameplaySystemsProxy(); gameplaySystemsProxy.Add( gameInteractionsSystem, gameInterfaceSystem); // Initialize the state machine system with all dependencies. var gameStateMachine = new GameStateMachine( gameplaySystemsProxy, userInterfaceSystem, controlSystem, stageSystem, ballSystem, keysSystem, gameCurrencySystem, monetizationSystem); // Preserve links to game services. var storage = new GameObject("[Game Services]").AddComponent <GameServices>(); storage.Add( userInterfaceSystem, controlSystem, keysSystem, stageSystem, ballSystem, gameCurrencySystem, monetizationSystem, shopSystem); storage.Add( gameplaySystemsProxy, gameStateMachine); // Free the static reference to resources data - it's held by services from now. resourcesData = null; // Since there is only one scene in the project, we just link this very bootstrap script to the event of reloading scene. SceneManager.sceneLoaded += RebootOnNextSceneLoaded; }
private void Awake() { day += 0.375f; shopScript = UI.GetComponent <ShopSystem>(); currentGoal = level1Goal; hourHand = Clock.transform.Find("hourHand"); minuteHand = Clock.transform.Find("minuteHand"); }
void Start() { none = Resources.Load <Sprite>("Item/Image/none"); if (!Instance) { Instance = this; } btnPreviousPage.GetComponent <Button>().onClick.AddListener(PreviousPage); btnNextPage.GetComponent <Button>().onClick.AddListener(NextPage); }
private void Awake() { if (instance == null) { instance = this; } else { Destroy(this.gameObject); } }
public override void Start() { base.Start(); shop = FindObjectOfType <ShopSystem>(); factory = GetComponent <UnitFactory>(); /*defaultObjective = new GameObject().transform; * defaultObjective.transform.position = transform.position + transform.forward * spawnDistance * 3;*/ startPosition = transform.position + transform.forward * spawnDistance; CreateUnitAction = CreateUnit; UpgradeBarracksAction = UpgradeBarracks; }
static public int BuyItemToSystem(IntPtr l) { try { ShopSystem self = (ShopSystem)checkSelf(l); self.BuyItemToSystem(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { ShopSystem o; o = new ShopSystem(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
private void Update() { if (SceneManager.GetActiveScene().buildIndex == 1) { shopSystem = GameObject.Find("CannonsContainer").GetComponent <ShopSystem>(); if (shopSystem.isBought == true) { gameController.isBought = true; shopSystem.isBought = false; } } }
static public int GetBuyRet(IntPtr l) { try { ShopSystem self = (ShopSystem)checkSelf(l); var ret = self.GetBuyRet(); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
private static void Postfix(ShopSystem __instance) { if (!Main.enabled && Main.binding_key) { return; } EscClose newobj = __instance.gameObject.AddComponent(typeof(EscClose)) as EscClose; newobj.setparam(typeof(ShopSystem), "CloseShopWindow", () => { return(ShopSystem.instance.shopWindow.activeInHierarchy); }); }
private void Awake() { DAY_IN_SECONDS = (COUNTDOWN_TIMER * 2); day += 0.375f; shopScript = UI.GetComponent <ShopSystem>(); currentGoal = level1Goal; Panel = UI.transform.Find("Panel"); hourHand = Clock.transform.Find("hourHand"); minuteHand = Clock.transform.Find("minuteHand"); clockTime = Clock.transform.Find("clockTime").GetComponent <TextMeshProUGUI>(); LevelCounter = Panel.Find("currentLevel"); }
static public int SetShowList(IntPtr l) { try { ShopSystem self = (ShopSystem)checkSelf(l); System.Collections.Generic.List <Groot.Network.SaleItem> a1; checkType(l, 2, out a1); self.SetShowList(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
// Start is called before the first frame update void Start() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } itemdatabase = ItemDatabase.Instance; inventory = InventoryController.Instance; playersystem = PlayerSystem.Instance; }
private static bool Prefix(int shopTyp, int moneyCost, int levelAdd, int isTaiWu, int shopActorId, ref ShopSystem __instance, ref int ___actorShopId, ref int ___shopSystemTyp, ref int ___showLevelAdd, ref int ___newShopLevel, ref int ___shopSellCost, ref int ___shopSystemCost) { if (!Main.enabled) { return(true); } SetShopItems(shopTyp, moneyCost, levelAdd, isTaiWu, shopActorId, ref __instance, ref ___actorShopId, ref ___shopSystemTyp, ref ___showLevelAdd, ref ___newShopLevel, ref ___shopSellCost, ref ___shopSystemCost); return(false); }
private void OnLevelLoaded(Scene scene, LoadSceneMode loadMode) { if (scene.buildIndex == 0) { Destroy(gameObject); } if (scene.buildIndex == 1) { Time.timeScale = 1; PauseMenu.paused = false; ShopSystem.UpdateHUBEnvironment(); } }
static public int GetSaleItemAttr(IntPtr l) { try { ShopSystem self = (ShopSystem)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); var ret = self.GetSaleItemAttr(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int BuyItemtoSystem(IntPtr l) { try { ShopSystem self = (ShopSystem)checkSelf(l); System.UInt64 a1; checkType(l, 2, out a1); System.UInt32 a2; checkType(l, 3, out a2); self.BuyItemtoSystem(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
void Start() { shop = ShopSystem.Instance; shopUIController = ShopUIController.Instance; // Debug.Log("--------IMPORTANT SHOP IS "); // Debug.Log(shop); sell1.interactable = true; sell10.interactable = false; sell100.interactable = false; sell1000.interactable = false; sellAll.interactable = true; // Debug.Log("shop UI Controller is "); // Debug.Log(shopUIController); }
private static void Prefix(ShopSystem __instance, bool actor, int typ, ref Dictionary <int, int> ___shopItems) { if (!Main.enabled) { return; } ___shopItems = ___shopItems.OrderBy(o => (int.Parse(DateFile.instance.GetItemDate(o.Key, Main.settings.getmaincate(), true)) * 10000 + int.Parse(DateFile.instance.GetItemDate(o.Key, Main.settings.getsubcate(), true))) ).ToDictionary((KeyValuePair <int, int> o) => o.Key, (KeyValuePair <int, int> p) => p.Value); return; }
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { shop = animator.transform.parent.parent.parent.GetComponent <ShopSystem>(); for (int i = 1; i <= shop.skinButtons.Length; i++) { if (i == shop.skinN) { shop.skinPrice.text = shop.skin[i].cost.ToString(); shop.skinPreviews[i - 1].SetActive(true); if (gameMaster.haveSkin[i]) { shop.skinPrice.text = "Sold Out!"; } Debug.Log("Updated price."); } else { shop.skinPreviews[i - 1].SetActive(false); } } }
private static void Postfix(ShopSystem __instance) { if (!Main.enabled || Main.binding_key) { return; } var comp = __instance.shopWindow.AddComponent <ConfirmComponent>(); comp.SetActionOnConfirm(() => { if (!ShopSystem.instance.shopWindow.activeInHierarchy) { return; } if (!ShopSystem.instance.shopOkButton.interactable) { return; } DateFile.instance.PlayeSE(2); ShopSystem.instance.ShopOK(); }); }
public void AddUnitInInventory(UnitDescription unit, bool addToGUINow = false) { UnitDescription equivalentUnit = GetEquivalentUnit(unit); if (equivalentUnit == null) { if (unitsInInventory.Count >= maxElements) { Player.instance.Wallet.Earn(ShopSystem.GetUnitSellPrice(unit)); return; } unitsInInventory.Add(unit.GetId(), unit); if (addToGUINow) { inventoryUI.PutInEmptySlot(unit); } return; } equivalentUnit.EarnExperience(3); }