public void BuildNextShaft() { var position = Shafts[Shafts.Count - 1].NextShaftTransform.position; var newObject = Instantiate(shaftPrefab, position, Quaternion.identity); var shaft = newObject.GetComponent <Shaft>(); Shafts.Add(shaft); shaft.ShaftManager = this; shaft.Initialize(elevator, financeManager, Shafts.Count); financeManager.UpdateMoney(-financeManager.NextShaftPrice); financeManager.NextShaftPrice *= settings.ShaftIncrement; }
private void Update() { if (Input.GetKeyDown(KeyCode.N)) // to go to next mine from current mine { PlayerPrefs.Save(); if (mine.hasNextMine) { if (GameSaveDataController.currentMineIndex == GameSaveDataController.totalNumberOfMines) { GameSaveDataController.currentMineIndex = 0; } else { GameSaveDataController.currentMineIndex += 1; } } else { GameSaveDataController.currentMineIndex = 0; } Save(); SceneManager.LoadScene(GameSaveDataController.newMineSceneName[GameSaveDataController.currentMineIndex]); GameSaveDataController.UpdateSaveInfo(); } if (!mine.canBuyNewMine) { return; } if (Input.GetKeyDown(KeyCode.B)) // to buy a new mine { if (!GameSaveDataController.mineSaveData[GameSaveDataController.currentMineIndex].nextMineUnlocked) { if (_price <= _financeFinanceManager.TotalMoney) { GameSaveDataController.mineSaveData[GameSaveDataController.currentMineIndex].nextMineUnlocked = true; mine.hasNextMine = true; _financeFinanceManager.UpdateMoney(-_price); } } } }
public void TransferMoney() { financeManager.UpdateMoney(DrawAll()); }