public void Sell() //2 DO HERE : BASE ECONOMY INCREASE ON DAY PASSED && IF PET IS DEAD SELL FOR 1$ { shopLogic.IncreaseEconomy(Convert.ToInt32(price.text)); sold.SetActive(true); this.GetComponent <Button>().interactable = false; GameObject aux = shopLogic.actualSoldPets[index].gameObject; Debug.Log("ListCount: " + shopLogic.actualSoldPets.Count); //update shops positions : for (int i = 0; i < roomsLogic.roomsGameobjects.Count; i++) { roomsLogic.roomsGameobjects[i].transform.position = roomsLogic.gridPositions[i]; } roomsLogic.i--; shopLogic.actualSoldPets.RemoveAt(index); shopLogic.actualHoldingPets.RemoveAt(index); Destroy(aux); shop.GetComponent <ShopButtons>().BuyButtonClick(); shopLogic.ShowUIPiece(buttonShop); shopLogic.ShowUIPiece(economy_ui); shopLogic.ShowUIPiece(lockUnlock); shopLogic.CloseShop(shop); shopLogic.ResetSellGameObjectList(); // }
void Update() { if (actualPetInfo.hpLvl >= 0) { dayTimePassed += Time.deltaTime; waterTimePassed += Time.deltaTime; foodTimePassed += Time.deltaTime; gamesTimePassed += Time.deltaTime; sleepTimePassed += Time.deltaTime; if (waterTimePassed >= actualPetInfo.waterTimeLoss * 60 && actualPetInfo.waterLvl >= 0) { actualPetInfo.waterLvl--; waterTimePassed = 0; actualPetInfo.UpdateVisuals(actualPetInfo.waterLvl, actualPetInfo.pointsLists.waterPoints); actualPetInfo.ChangeMaterial(0); ShakeCam(); StartCoroutine(resetMat()); } if (foodTimePassed >= actualPetInfo.foodTimeLoss * 60 && actualPetInfo.foodLvl >= 0) { actualPetInfo.foodLvl--; foodTimePassed = 0; actualPetInfo.UpdateVisuals(actualPetInfo.foodLvl, actualPetInfo.pointsLists.foodPoints); actualPetInfo.ChangeMaterial(1); ShakeCam(); StartCoroutine(resetMat()); } if (gamesTimePassed >= actualPetInfo.gamesTimeLoss * 60 && actualPetInfo.happynessLvl >= 0) { actualPetInfo.happynessLvl--; gamesTimePassed = 0; actualPetInfo.UpdateVisuals(actualPetInfo.happynessLvl, actualPetInfo.pointsLists.gamesPoints); actualPetInfo.ChangeMaterial(2); ShakeCam(); StartCoroutine(resetMat()); } if (sleepTimePassed >= actualPetInfo.sleepTimeLoss * 60 && actualPetInfo.energyLvl >= 0) { actualPetInfo.energyLvl--; sleepTimePassed = 0; actualPetInfo.UpdateVisuals(actualPetInfo.energyLvl, actualPetInfo.pointsLists.sleepPoints); actualPetInfo.ChangeMaterial(3); ShakeCam(); StartCoroutine(resetMat()); } if (dayTimePassed >= actualPetInfo.dayTimeMin * 60) { dayCount++; dayTimePassed = 0; roomLogic.UpdateDayCount(dayCount); shopLogic.IncreaseEconomy(dayCount * 100); shopLogic.totalDays++; } CheckHp(); } }