public void BuyDecoration(int i) { ShopBatiments bat = ShopBatiments.NONE; switch (i) { case 0: bat = ShopBatiments.CHEST; break; case 1: bat = ShopBatiments.BRIDGE; break; case 2: bat = ShopBatiments.FISHDRYER; break; default: break; } if (BuyItems(decorationItems[i], bat)) { UpdateDecorationImage(bat); } }
public void BuyIgloo(int i) { ShopBatiments bat = ShopBatiments.NONE; switch (i) { case 0: bat = ShopBatiments.IGLOO1; break; case 1: bat = ShopBatiments.IGLOO2; break; case 2: bat = ShopBatiments.IGLOO3; break; default: break; } if (BuyItems(iglooItems[i], bat)) { UpdateIglooButtonImage(); } }
void UpdateDecorationImage(ShopBatiments type) { int it = 0; switch (type) { case ShopBatiments.CHEST: it = 0; break; case ShopBatiments.FISHDRYER: it = 2; break; case ShopBatiments.BRIDGE: it = 1; break; default: break; } int level = decorationItems[it].Level; Button bt = decorationButtons[it]; if (level < 10) { bt.image.sprite = decorationItems[it].LevelSprite[0]; } if (level >= 10 && level < 20) { bt.image.sprite = decorationItems[it].LevelSprite[1]; } if (level >= 20) { bt.image.sprite = decorationItems[it].LevelSprite[2]; } }
private bool BuyItems(ShopItems item, ShopBatiments bat) { if (game.GetHearts < item.Cost || bat == ShopBatiments.NONE) { Source.PlayOneShot(CantBuySound); return(false); } Source.PlayOneShot(BuySound); game.GetHearts -= item.Cost; switch (item.Level) { case 0: // Generate switch (bat) { case ShopBatiments.IGLOO1: game.GenerateIgloo1(0); break; case ShopBatiments.IGLOO2: game.GenerateIgloo1(1); break; case ShopBatiments.IGLOO3: game.GenerateIgloo1(2); break; case ShopBatiments.CHEST: game.GenerateChest(); break; case ShopBatiments.FISHDRYER: game.GenerateSechoir(); break; } //Faire pop break; case 4: switch (bat) { case ShopBatiments.CHEST: game.GenerateChest(); break; case ShopBatiments.FISHDRYER: game.GenerateSechoir(); break; } break; case 9: //Upgrade 1 switch (bat) { case ShopBatiments.IGLOO1: game.GenerateIgloo2(0); break; case ShopBatiments.IGLOO2: game.GenerateIgloo2(1); break; case ShopBatiments.IGLOO3: game.GenerateIgloo2(2); break; case ShopBatiments.CHEST: game.chestLevel = 2; game.GenerateChest(); break; case ShopBatiments.FISHDRYER: game.sechoirLevel = 2; game.GenerateSechoir(); break; case ShopBatiments.BRIDGE: game.bridgeLevel = 2; game.GenerateBridge2(); break; } break; case 14: switch (bat) { case ShopBatiments.CHEST: game.GenerateChest(); break; case ShopBatiments.FISHDRYER: game.GenerateSechoir(); break; } break; case 19: switch (bat) { case ShopBatiments.IGLOO1: game.GenerateIgloo3(0); break; case ShopBatiments.IGLOO2: game.GenerateIgloo3(1); break; case ShopBatiments.IGLOO3: game.GenerateIgloo3(2); break; case ShopBatiments.CHEST: game.chestLevel = 3; game.GenerateChest(); break; case ShopBatiments.FISHDRYER: game.sechoirLevel = 3; game.GenerateSechoir(); break; case ShopBatiments.BRIDGE: game.bridgeLevel = 3; game.GenerateBridge3(); break; } //Upgrade 2 break; default: break; } if (item.Level == 0) { game.GetHPS += item.Gain; } else { game.GetHPS -= item.Gain; game.GetHPS += (int)(item.Gain * item.GainMultiplier); } item.Level++; item.Gain = (int)(item.Gain * item.GainMultiplier); item.Cost = (int)(item.Cost * item.CostMultiplier); item.CostText.text = item.Cost.ToString(); return(true); }