Ejemplo n.º 1
0
    public void WindowUnlockSkill()
    {
        // When SkillButton is clicked

        // DEBUG
        //Debug.Log("Player Currency: " + playerScript.GetCurrency());
        //Debug.Log("Player Level: " + playerScript.GetLevelSystem().GetLevelNumber());
        //Debug.Log("Shield Unlocked: " + playerScript.GetPlayerSkills().IsSkillUnlocked(PlayerSkills.SkillType.Shield));

        if (playerScript.GetCurrency() >= 0)
        {
            // if (playerScript.GetCurrency() >= 20 && playerScript.levelSystem.GetLevelNumber() >= 2
            //     && !(playerSkills.IsSkillUnlocked(PlayerSkills.SkillType.Shield)))
            //     //&& (EventSystem.current.currentSelectedGameObject == shieldButton))
            // {
            //     Debug.Log("Skill Unlocked!");
            //     playerSkills.UnlockSkill(PlayerSkills.SkillType.Shield);
            //     playerScript.SubtractCurrency(20);
            //     currency.currencyText.text = "Currency: " + playerScript.GetCurrency();
            //     Debug.Log("Player Currency (AFTER): " + playerScript.GetCurrency());


            // }
            // else //if (playerScript.GetCurrency) // Further define the else condition - 8/31/2020
            // {
            //     Debug.Log("Not enough currency or level");
            // }
        }

        // Other ways to use SetSelectedGameObject
        //EventSystem.current.SetSelectedGameObject(skillTreeButton);
        //eventSystem.GetComponent<UnityEngine.EventSystems.EventSystem>().SetSelectedGameObject(currentSelectedGameObjectPrevious);

        /*
         * if (EventSystem.current.currentSelectedGameObject == null)
         * {
         *  EventSystem.current.SetSelectedGameObject(resumeButton);
         * }
         */
        //EventSystem.current.SetSelectedGameObject(lastSelectedGameObject);
    }