public void UnlockWeapon()
        {
            if (WULogin.Cash(1) < weapon.Weapon.UnlockCost || Data.Unlocked.Bool(weapon.Weapon.WeaponName))
            {
                return;
            }

            WUMoney.SpendCurrency(weapon.Weapon.UnlockCost, "dust", $"unlock,{(int)weapon_type}");
        }
        public void UpgradeMaxAmmo()
        {
            int upgrade_cost = weapon.UpgradeAmmoCost;

            if (upgrade_cost <= 0)
            {
                return;
            }
            string meta = $"upgrade,ammo,{weapon.LevelAmmo + 1},{(int)weapon_type}";

            WUMoney.SpendCurrency(upgrade_cost, "dust", meta);
        }
        public void UpgradeRange()
        {
            int upgrade_cost = weapon.UpgradeRangeCost;

            if (upgrade_cost <= 0)
            {
                return;
            }
            string meta = $"upgrade,range,{weapon.LevelRange + 1},{(int)weapon_type}";

            WUMoney.SpendCurrency(upgrade_cost, "dust", meta);
        }
Beispiel #4
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        public void BuyAmmo(bool max)
        {
            int upgrade_cost = weapon.Weapon.AmmoCost[weapon.LevelAmmo] * (max ? buyable : 1);

            if (upgrade_cost <= 0)
            {
                return;
            }
            string meta = $"ammo,{(max ? buyable : 1)},{(int)weapon_type}";

            WUMoney.SpendCurrency(upgrade_cost, "dust", meta);
        }
Beispiel #5
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        void WelcomeFirstTimePlayer()
        {
            WUMoney.AwardCurrency(100, WULogin.CurrencyNames [1]);

            Stock        = new CMLData();
            AmmoLevels   = new CMLData();
            DamageLevels = new CMLData();
            RangeLevels  = new CMLData();
            Settings     = new CMLData();
            Unlocked     = new CMLData();
            Settings.Seti("bgm", 1);
            Settings.Seti("sfx", 1);
            Stock.Seti(Ammo[0].Weapon.WeaponName, Ammo [0].MaxAmmo);
            SavePlayerData();
        }
        void Die()
        {
            anim.SetTrigger("Die");

            // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing).
            playerAudio.clip = deathClip;
            playerAudio.Play();

            // Turn off the movement and shooting scripts.
            playerMovement.enabled = false;
            playerShooting.enabled = false;

            //give the player cash to buy upgrades/stock with
            int points = Data.score / 10;

            if (points > 0)
            {
                WUMoney.AwardCurrency(points, "dust");
            }
        }
Beispiel #7
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 void OnWUMErrorReceived(MBSEvent response)
 {
     print(response.details[0].String("Message"));
     WUMoney.GetCurrencyBalance("dust");
 }