void UpdateDescription(int i) //Changes description for item { if (warningTimer > 0f) { return; } ShopTestItem item = inventory.inventory[i]; description.text = item.name + "\n" + item.description; }
void Update() { float rawInput = Input.GetAxisRaw("Vertical"); if (delay <= 0f) //Moving the visual selection arrow { if (rawInput > 0.2f) { currentSelection--; delay = 0.2f; } else if (rawInput < -0.2f) { currentSelection++; delay = 0.2f; } currentSelection %= inventory.inventory.Length; if (currentSelection < 0) { currentSelection += inventory.inventory.Length; } UpdateList(currentSelection); UpdateDescription(currentSelection); } else if (Mathf.Abs(rawInput) < 0.2f) { delay = 0; } delay -= Time.deltaTime; ShopTestItem currentItem = inventory.inventory[currentSelection]; if (Input.GetButtonDown("Submit")) //Checks money for item { if (money >= currentItem.price) { money -= currentItem.price; //TODO: Give item to the player } else { warningTimer = 3f; description.text = "Not enough money to buy this item!"; //Changes Description to Warning } } UpdateMoney(); warningTimer -= Time.deltaTime; if (Input.GetButtonDown("Cancel")) //Exiting Shop { IsShopping.shopping = false; shopMenuCanvas.SetActive(false); Time.timeScale = 1f; } }
public void Purchase(ShopTestItem currentItem) { if (money >= currentItem.price) { money -= currentItem.price; moneyText.text = "Money: " + money; //TODO: Give item to the player } /*else * { * warningTimer = 3f; * description.text = "Not enough money to buy this item!"; //Changes Description to Warning * }*/ }
void UpdateList(int i) { string tempInvList = ""; for (int x = 0; x < inventory.inventory.Length; x++) { ShopTestItem item = inventory.inventory[x]; if (x == i) { tempInvList += "> "; } tempInvList += item.name + ": $" + item.price + "\n\n\n"; } itemsList.text = tempInvList; }