void NextEvent() { SetEneble(false); SceneLoader.LoadScene(1); ClearItem(); ResourcesUIControl.TurnUION(true); }
public void LoadLevel() { int[] eqStat = FindObjectOfType <PlayerData_Battle> ().GetEqStatus(); if (eqStat[0] != -1 && eqStat[1] != -1) { if (selectedLevel != -1) { ResourcesUIControl.TurnUION(false); SceneLoader.LoadScene(3); LevelLoader.LoadLevel(selectedLevel); } else { PopUpControler.CallPopUp( "notice", "Select A Level", "Please select Avaiable level before battle Start", ""); } } else { PopUpControler.CallPopUp( "notice", "Check Equipment", "Please wear some equipment before battle, wear a WEAPON and ARMOR", ""); } }
public void Open() { SceneLoader.LoadScene(1); startMenu.SetActive(false); ResourcesUIControl.TurnUION(true); DBSaveControl.LoadData(); }
private void Awake() { if (_instance == null) { _instance = this; } else if (_instance != this) { Destroy(gameObject); } }
public void Repair() { if (DB_Resources.GetItem(2).quantity >= repairCost) { DB_Resources.GetItem(2).quantity -= repairCost; equipment.Repair(); Initial(); ResourcesUIControl.SetResoucesValue(); DB_EquipmentInventory.SaveEquipData(); DB_Resources.SaveResoucesData(); } }
//Btn Action public void Unlock() { if (DB_Resources.GetItem(1).quantity >= unlockCost) { DB_Resources.GetItem(1).quantity -= unlockCost; equipment.UnlockItem(); Initial(); ResourcesUIControl.SetResoucesValue(); DB_EquipmentInventory.SaveEquipData(); DB_Resources.SaveResoucesData(); } }
public void OpenInvetory() { SceneLoader.LoadScene(2); ResourcesUIControl.TurnUION(true); }