Ejemplo n.º 1
0
    //when the upgrade option is hit for a powerUp
    public void purchaseUpgrade()
    {
        powerListScript = GameObject.Find("EventSystem").GetComponent <GeneratePowerUpList> ();
#if DEBUG
        Debug.Log(GameObject.Find("EventSystem"));
        Debug.Log(powerListScript);
        Debug.Log("clicked");
        Debug.Log(myElem1 + " : " + PlayerPrefs.GetInt(myElem1));
        Debug.Log(myElem2 + " : " + PlayerPrefs.GetInt(myElem2));
        Debug.Log(myElem3 + " : " + PlayerPrefs.GetInt(myElem3));
        Debug.Log(myElem4 + " : " + PlayerPrefs.GetInt(myElem4));
#endif
        //runs the powerup upgrade if there's enough
        if (PlayerPrefs.GetInt(myElem1) >= myCost1 &&
            PlayerPrefs.GetInt(myElem2) >= myCost2 &&
            PlayerPrefs.GetInt(myElem3) >= myCost3 &&
            PlayerPrefs.GetInt(myElem4) >= myCost4)
        {
            PlayerPrefs.SetInt(myElem1, PlayerPrefs.GetInt(myElem1) - myCost1);
            PlayerPrefs.SetInt(myElem2, PlayerPrefs.GetInt(myElem2) - myCost2);
            PlayerPrefs.SetInt(myElem3, PlayerPrefs.GetInt(myElem3) - myCost3);
            PlayerPrefs.SetInt(myElem4, PlayerPrefs.GetInt(myElem4) - myCost4);
            PowerUp.PromotePowerUp(myPower);
            Debug.Log("bought");
            powerListScript.refreshList();

            //calls the event
            if (OnPowerUpUpgrade != null)
            {
                OnPowerUpUpgrade(myPower.name, myPower.level);
            }
        }
    }
Ejemplo n.º 2
0
    //when the upgrade option is hit for a powerUp
    public void purchaseUpgrade()
    {
        powerListScript = GameObject.Find ("EventSystem").GetComponent<GeneratePowerUpList> ();
        #if DEBUG
        Debug.Log (GameObject.Find ("EventSystem"));
        Debug.Log (powerListScript);
        Debug.Log ("clicked");
        Debug.Log (myElem1 + " : " + PlayerPrefs.GetInt (myElem1));
        Debug.Log (myElem2 + " : " + PlayerPrefs.GetInt (myElem2));
        Debug.Log (myElem3 + " : " + PlayerPrefs.GetInt (myElem3));
        Debug.Log (myElem4 + " : " + PlayerPrefs.GetInt (myElem4));
        #endif
        //runs the powerup upgrade if there's enough
        if (PlayerPrefs.GetInt (myElem1) >= myCost1 &&
            PlayerPrefs.GetInt (myElem2) >= myCost2 &&
            PlayerPrefs.GetInt (myElem3) >= myCost3 &&
            PlayerPrefs.GetInt (myElem4) >= myCost4) {

            PlayerPrefs.SetInt(myElem1,PlayerPrefs.GetInt (myElem1)-myCost1);
            PlayerPrefs.SetInt(myElem2,PlayerPrefs.GetInt (myElem2)-myCost2);
            PlayerPrefs.SetInt(myElem3,PlayerPrefs.GetInt (myElem3)-myCost3);
            PlayerPrefs.SetInt(myElem4,PlayerPrefs.GetInt (myElem4)-myCost4);
            PowerUp.PromotePowerUp(myPower);
            Debug.Log ("bought");
            powerListScript.refreshList();

            //calls the event
            if (OnPowerUpUpgrade != null) {
                OnPowerUpUpgrade(myPower.name, myPower.level);
            }

        }
    }