Exemple #1
0
 void Gamble()
 {
     // check has enough currency (except amount == 1)
     if (amount != 1 && IC.getCurrency() >= amount)
     {
         float chance = Random.Range(0f, 1f);
         Debug.Log(chance);
         if (chance < odds)
         {
             Debug.Log("win");
             IC.IncreaseCurrency(amount);
             SC.UpdateText();
         }
         else
         {
             Debug.Log("lose");
             IC.DecreaseCurrency(amount);
             SC.UpdateText();
         }
     }
     else if (amount == 1)
     {
         // can only do it if wait has reached 60
         if (wait >= 60)
         {
             wait = 0;
         }
         else
         {
             Debug.Log("fail timer " + wait);
             return;
         }
         float chance = Random.Range(0f, 1f);
         Debug.Log(chance);
         if (chance < odds)
         {
             Debug.Log("win");
             IC.IncreaseCurrency(amount);
             SC.UpdateText();
         }
         else
         {
             Debug.Log("lose");
             IC.DecreaseCurrency(amount);
             SC.UpdateText();
         }
     }
 }
Exemple #2
0
    public void Unlock(int i)
    {
        // Store Unlocked marks it
        SU.Unlock(i);
        // Subtrack price from currency
        List <int> prices = new List <int> {
            99, 499, 999, 299, 399, 109, 394, 808, 2048
        };
        int price = prices [i];

        IC.DecreaseCurrency(price);
        // Decrease Currency Text
        SC.UpdateText();
        // Destroy the upgrade in shopcontroller
        Destroy(UpgradeList [i]);
    }
    void Merge()
    {
        // call RDC to check the slots
        int i1 = SlotOne.transform.GetChild(1).GetComponent <LabPageItemSlotClick> ().getItemID();
        int i2 = SlotTwo.transform.GetChild(1).GetComponent <LabPageItemSlotClick> ().getItemID();

        Debug.Log("got " + i1 + " " + i2);

        // Checks if it is a valid recipe
        int check = RDC.CheckRecipes(i1, i2);

        if (check != -1)
        {
            int id = check;
            // Checks if the recipe is already made
            if (!IC.CheckNewRecipe(id))
            {
                // Not a new recipe
                Debug.Log("Already made recipe");
                GameObject obj = Instantiate(Popup, new Vector3(), Quaternion.identity);
                // Popup.transform.GetChild (1).GetComponent<SpriteRenderer> ().sprite = RDC.getSprite (check);
                // Description
                obj.transform.GetChild(0).GetComponent <TextMesh> ().text = "ERROR";
                obj.transform.GetChild(2).GetComponent <TextMesh> ().text = "Recipe already found";
                obj.transform.GetChild(3).GetComponent <TextMesh> ().text = "You got 0 coins";
                return;
            }
            else
            {
                Debug.Log("valid recipe");
                // call recipe done in inventory
                IC.AddToRecipes(id);
                // valid recipe, create popup textbox of recipe
                GameObject obj = Instantiate(Popup, new Vector3(), Quaternion.identity);
                // Update with sprite
                obj.transform.GetChild(1).GetComponent <SpriteRenderer> ().sprite = RDC.getSprite(id);
                // Description
                obj.transform.GetChild(2).GetComponent <TextMesh> ().text = RDC.getRecipeName(id);
                // Currency
                int gain = Random.Range(75, 125);
                obj.transform.GetChild(3).GetComponent <TextMesh> ().text = "You got " + gain.ToString() + " coins";
                // Add the currency amount
                IC.IncreaseCurrency(gain);
                // Update the Currency counter in corner
                SC.UpdateText();
            }
        }
        else
        {
            // invalid recipe
            // valid recipe, create popup textbox of recipe
            GameObject obj = Instantiate(Popup, new Vector3(), Quaternion.identity);
            // Description
            // Title
            obj.transform.GetChild(0).GetComponent <TextMesh> ().text = "ERROR";
            // Description
            obj.transform.GetChild(2).GetComponent <TextMesh> ().text = "Failed recipe";
            //
            obj.transform.GetChild(3).GetComponent <TextMesh> ().text = "RIP";

            Debug.Log("invalid recipe");
        }

        // decrement the amounts in the inventory
        IC.RemoveFromInventory(i1);
        IC.RemoveFromInventory(i2);

        // Update the text on the LabInventory
        LC.UpdateCountText(i1);
        LC.UpdateCountText(i2);

        // Need to reset SlotOne and SlotTwo itemID
        SlotOne.transform.GetChild(1).GetComponent <LabPageItemSlotClick> ().ResetItemID();
        SlotTwo.transform.GetChild(1).GetComponent <LabPageItemSlotClick> ().ResetItemID();
        // Reset the sprites
        SlotOne.transform.GetChild(1).GetComponent <Image>().sprite = Locked;
        SlotTwo.transform.GetChild(1).GetComponent <Image>().sprite = Locked;
        // Reset the names
        SlotOne.transform.GetChild(0).GetComponent <Text>().text = "Locked";
        SlotTwo.transform.GetChild(0).GetComponent <Text>().text = "Locked";
    }