Exemple #1
0
    void InstantiateNonPurchasableDollCard(DollData.DollInfo doll)
    {
        NonPurchasableDollCard nonPurchasableDollCard = Instantiate(nonPurchasableDollPrefab, container);
        string productID = doll.productID;
        string nameKey   = doll.nameKey;
        Sprite image     = doll.previewImage;

        nonPurchasableDollCard.Init(doll.dollType, nameKey, productID, image);
        nonPurchasableDollCard.Setup();
        nonPurchasableDollCards.Add(nonPurchasableDollCard);
    }
Exemple #2
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    void InstantiateDollCard(DollData.DollInfo doll)
    {
        CharacterCard newButton = Instantiate(dollButtonPrefab, container);
        string        productID = doll.productID;
        string        nameKey   = doll.nameKey;
        Sprite        image     = doll.previewImage;

        newButton.Init(doll.dollType, nameKey, productID, image);
        newButton.Setup();
        normalDollCards.Add(newButton);
    }
Exemple #3
0
    // If coin doubler is not unlocked, add it first so it's at the top of the icon list
    // Else add it to the list of already unlocked dolls to get sorted to the bottom of the icon list
    void SortCoinDoubler(List <DollData.DollInfo> unlockedDolls)
    {
        DollData.DollInfo coinDoubler = dollData.GetDollOfType(DollData.Doll.CoinDoubler);

        if (!SaveData.Instance.GetIsUnlocked(coinDoubler.productID))
        {
            InstantiateDollCard(coinDoubler);
        }
        else
        {
            unlockedDolls.Add(coinDoubler);
        }
    }
Exemple #4
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    // Instantiate locked dolls at the top of the icon list
    void SortDollsByLockedStatus(int buttonCount, List <DollData.DollInfo> unlockedDolls)
    {
        // Sort through dolls to instantiate locked ones
        for (int i = 0; i < buttonCount; i++)
        {
            DollData.DollInfo doll = dollData.dollData[i];

            // Skip over non purchasable, coin doubler and secret dolls - we add them later
            if (doll.dollType != DollData.Doll.CoinDoubler && doll.isSecret == false && !doll.isNonPurchasable)
            {
                // If doll is already unlocked, add it to the unlocked list to be instantited later
                // Else instantiate the locked doll
                if (SaveData.Instance.GetIsUnlocked(doll.productID))
                {
                    unlockedDolls.Add(doll);
                }
                else
                {
                    InstantiateDollCard(doll);
                }
            }
        }
    }