/// <summary> /// 获得/消费金钱(给商店系统和拾取时金币调用) /// </summary> public void ChangeMoney(MoneyDetails md) { float total = md.moneyAmount; if (md.moneySource == MoneyDetails.Source.PickUp) { total = md.moneyAmount * MoneyRate; } GameDataMgr.Instance.ChangePlayerAttri(PlayerInfoType.金钱, total); }
public void SellItem() { GameDataMgr.Instance.SellShop(info); int price = GameDataMgr.Instance.GetItemInfo(info.id).cost; //GameDataMgr.Instance.ChangePlayerAttri(PlayerInfoType.金钱, price); MoneyDetails md = new MoneyDetails(); md.moneyAmount = price; md.moneySource = MoneyDetails.Source.ItemCell; PlayerStatus.Instance.ChangeMoney(md); Debug.Log("贩卖成功"); }
public void BuyItem() { //将物品添加给玩家,买完之后要在shopList里面消减 GameDataMgr.Instance.BuyShop(info); //购买成功减少货币 //GameDataMgr.Instance.ChangePlayerAttri(PlayerInfoType.金钱, -info.price); MoneyDetails md = new MoneyDetails(); md.moneySource = MoneyDetails.Source.ItemCell; md.moneyAmount = -info.price; PlayerStatus.Instance.ChangeMoney(md); //上句自带保存和分发事件 Debug.Log("购买成功"); }
public void OpenLevel(string targetID) { if (!LevelManager.Instance.hasOpenDungeon) { if (200 <= GameDataMgr.Instance.playerInfo.Money) { LevelManager.Instance.hasOpenDungeon = true; //扣钱 MoneyDetails md = new MoneyDetails(); md.moneyAmount = -200; PlayerStatus.Instance.ChangeMoney(md); //开门 GameObject gate = GameObject.Find("Gate"); GameObject whiteGate = GameObject.Find("WhiteGate"); gate.GetComponent <Animator>().SetTrigger("Open"); whiteGate.GetComponent <Animator>().SetTrigger("Open"); MusicMgr.Instance.PlaySound("ColLevelTriggerAudio", false); LevelManager.Instance.SetDungeonID(targetID, targetID); } else { DialogBase db = ResMgr.Instance.Load <DialogBase>("DonotHaveEnoughMoneyToOpen"); if (db != null) { DialogMgr.Instance.EnqueueDialog(db); } } } else { DialogBase db = ResMgr.Instance.Load <DialogBase>("HasOpenDungeon"); if (db != null) { DialogMgr.Instance.EnqueueDialog(db); } } PlayerStatus.Instance.IsForzen = false; }