public void AcceptPurchase() { if (purchaseNum <= 0) { AlertPopup.RefreshToAlert("구매할 개수 가 유효하지 않습니다."); AlertPopup.OpenPopup(1.0f); return; } int finalPrice = shopItemInfo.Price * purchaseNum; if (finalPrice > PlayerStat.Instance.GetStat("Gold")) { AlertPopup.RefreshToAlert("소지금이 부족합니다!"); AlertPopup.OpenPopup(1.0f); return; } InteractPanel.BuyCurrentItem(purchaseNum); gameObject.SetActive(false); }
public void CompleteQuest() { PlayerQuest.Instance.CompleteQuest(npcCode, currnetData); StringBuilder builder = new StringBuilder(); builder.AppendLine($"[<color=orange>{currnetData.QuestName}</color>]"); builder.AppendLine("퀘스트를 완료하였습니다!"); AlertPopup.RefreshToAlert(builder.ToString()); AlertPopup.OpenPopup(1.5f); QuestPanel.RefreshPanel(); }
public void AcceptSell() { if (sellNum <= 0) { AlertPopup.RefreshToAlert("<color=red>판매할 개수 가 유효하지 않습니다.</color>"); AlertPopup.OpenPopup(1.0f); return; } if (PlayerInventory.Instance.GetItem(itemData.ItemCode).ItemCount < sellNum) { AlertPopup.RefreshToAlert("<color=red>아이템 소지개수보다 판매 개수가 더 많습니다.</color>"); AlertPopup.OpenPopup(1.0f); return; } PlayerInventory.Instance.RemoveItemFromInventory(itemData.ItemCode, sellNum); PlayerStat.Instance.AddGold(itemData.SellPrice * sellNum); PlayerQuest.Instance.UpdateQuestSellItem(); gameObject.SetActive(false); Inventory_ItemTable.RefreshInventoryPanel(); QuickSlot_Panel.Refresh(); AlertPopup.RefreshToAlert("판매가 완료되었습니다!"); AlertPopup.OpenPopup(1.0f); }
public void BuyCurrentItem(int count) { int finalPrice = currentShopItemInfo.Price * count; if (finalPrice <= PlayerStat.Instance.GetStat("Gold")) { AlertPopup.RefreshToBuyItem(currentItemData.Name, count.ToString(), currentShopItemInfo.Price.ToString()); AlertPopup.OpenPopup(2.0f); PlayerInventory.Instance.AddItemToInventory(new InventoryItem(currentItemData, count)); PlayerStat.Instance.RemoveGold(finalPrice); RefreshPanel(); } else { AlertPopup.RefreshToAlert("소지금이 부족합니다!"); AlertPopup.OpenPopup(1.0f); } }