Ejemplo n.º 1
0
    public void UpgradeFellingAxe()
    {
        Tool fellingAxe  = PlayerTools.GetToolByName(ToolName.FELLING_AXE);
        int  currentTier = fellingAxe.GetCurrentTier();

        if (fellingAxe.CanBeUpgraded())
        {
            if (fellingAxe.GetDevResourceQuantityAtTier(currentTier + 1).HasInInventory())
            {
                CharacterInputController.InitiateUpgrade(AnimState.UPGRADE_TOOL);
                //might need to reference actual PlayerTools object
                fellingAxe.SetCurrentTier(currentTier + 1);
                fellingAxe.GetDevResourceQuantityAtTier(currentTier + 1).SubtractFromInventory();
                UpdateToolsResources();
                // UpdatePlayerResources();
                Debug.Log("Upgraded Felling Axe");
            }
            else
            {
                Debug.Log("Insufficient Resources: " + fellingAxe.GetDevResourceQuantityAtTier(currentTier + 1));
            }
        }
        else
        {
            Debug.Log("Max Tier Reached: FELLING AXE");
        }
    }
Ejemplo n.º 2
0
    public void UpgradeContracts()
    {
        if (PlayerSkills.GetContractsSkill().CanBeUpgraded())
        {
            int currentTier = PlayerSkills.GetCurrentContractsTier();

            if (PlayerSkills.GetContractsSkill().GetDevResourceQuantityAtTier(currentTier + 1).HasInInventory())
            {
                CharacterInputController.InitiateUpgrade(AnimState.UPGRADE_SKILL);

                PlayerSkills.SetCurrentContractsTier(currentTier + 1);
                PlayerSkills.GetContractsSkill().GetDevResourceQuantityAtTier(currentTier + 1).SubtractFromInventory();
                UpdateSkillsResources();
            }
            else
            {
                Debug.Log("Insufficient Resources: " + PlayerSkills.GetContractsSkill().GetDevResourceQuantityAtTier(currentTier + 1));
            }
        }
        else
        {
            Debug.Log("Max Tier Reached: MAX CONTRACTS");
        }
    }