public void IncreaseQuantity(BuyableItems item) { switch (item) { case BuyableItems.Potion: potionQty++; break; case BuyableItems.Armour: if (totalArmourBought + armourQty + 1 <= maxArmourAvailable) { armourQty++; } break; case BuyableItems.Attack: if (totalAttackBought + attackQty + 1 <= maxAttackAvailable) { attackQty++; } break; case BuyableItems.Ally: if (GetNumberAllies() + allyQty + 1 <= maxAlliesAlive) { allyQty++; } break; } warning.SetActive(false); SetQuantitiesTexts(); CalculateTotal(); }
public void DecreaseQuantity(BuyableItems item) { switch (item) { case BuyableItems.Potion: if (potionQty > 0) { potionQty--; } break; case BuyableItems.Armour: if (armourQty > 0) { armourQty--; } break; case BuyableItems.Attack: if (attackQty > 0) { attackQty--; } break; case BuyableItems.Ally: if (allyQty > 0) { allyQty--; } break; } warning.SetActive(false); SetQuantitiesTexts(); CalculateTotal(); }