public LootedService(SignalBus signalBus) { signalBus.Subscribe <PlayerActionSignal>(signal => { if (signal.Data.looted != null) { Looted = signal.Data.looted; } }); }
public void Dismiss() { Looted = null; }
public void SetLooted(Looted lootedObj) { looted = lootedObj; switch (looted.type) { case LootedType.CHEST: title.text = "Chest opened"; break; case LootedType.BATTLE: title.text = "Battle rewards"; break; case LootedType.BREAKDOWN: title.text = "Remnants collected"; break; case LootedType.STORY: title.text = "Docs gift"; break; case LootedType.LEVEL_UP: title.text = $"Rewards for reaching level {progressService.Progress.level}"; break; case LootedType.VIP_LEVEL_UP: title.text = $"Rewards for reaching vip level {progressService.Progress.level}"; break; case LootedType.MERCHANT: case LootedType.BLACK_MARKET: title.text = "You bought"; break; case LootedType.UPGRADE: title.text = "Upgrade finished"; break; case LootedType.ODD_JOB: title.text = "Odd job rewards"; break; case LootedType.DAILY_ACTIVITY: title.text = "Daily activity reward"; break; case LootedType.TASK: title.text = "Task rewards"; break; } lootContainer.gameObject.SetActive(true); actionButton.gameObject.SetActive(false); looted.items.ForEach(item => { if (item.type == LootedItemType.GEAR) { var gear = gearService.Gear(item.value); gear.markedToBreakdown = forgeService.IsAutoBreakdown(gear); } var prefab = Instantiate(lootItemPrefab, lootContainer); prefab.SetItem(item, lootContainer.rect.height); }); }