Esempio n. 1
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 // Refreshing the iteminfo and the cost. (till i can figure out a better save/load function
 void Update()
 {
     itemInfo.text = itemName + " (" + count + ")\nCost: " + CurCon.GetCurrencyPrefix(cost) + "\nGold " + CurCon.GetCurrencyPrefix(addPerSec) + " / s";
     cost          = Mathf.Round(baseCost * Mathf.Pow(1.12f, count));
     if (count >= 10 && count < 25)
     {
         multiplier = 2;
     }
     else if (count >= 25 && count < 50)
     {
         multiplier = 4;
     }
     else if (count >= 50 && count < 75)
     {
         multiplier = 6;
     }
     else if (count >= 75 && count < 100)
     {
         multiplier = 8;
     }
     else if (count >= 100)
     {
         multiplier = 10;
     }
 }
Esempio n. 2
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    // Updating the display info and gold per sec
    public void Update()
    {
        goldDisplay.text    = "Gold: " + CurCon.GetCurrencyPrefix(gold);
        clickDisplay.text   = "Gold / Click: " + CurCon.GetCurrencyPrefix(goldPerClick);
        dpsDisplay.text     = "Gold / Sec: " + CurCon.GetCurrencyPrefix(goldPerSec);
        diamondDisplay.text = "Diamonds: " + diamonds;
        goldPerSec          = FindObjectOfType <FancyText>().GetGoldPerSec();

        timer -= Time.deltaTime;
        if (timer <= 0)
        {
            if (Advertisement.IsReady())
            {
                Advertisement.Show("video", new ShowOptions()
                {
                    resultCallback = HandleAdResult
                });
            }
            timer = 300;
        }
    }
Esempio n. 3
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 /*------------Buy Function------------*/
 public void PurchasedUpgrade()
 {
     if (baseGame.gold < cost)
     {
         float goldDifference = cost - baseGame.gold;
         StartCoroutine(ShowMessage("You do not have the required amount of Gold to purchase " + itemName + ",\nYou are missing: " + CurCon.GetCurrencyPrefix(goldDifference) + " Gold.", 10));
     }
     else
     {
         baseGame.gold         -= cost;
         count                 += 1;
         baseGame.goldPerClick += minePower;
         cost = Mathf.Round(baseCost * Mathf.Pow(1.12f, count));
     }
 }
Esempio n. 4
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 // Refreshing the iteminfo and the cost. (till i can figure out a better save/load function
 void Update()
 {
     itemInfo.text = itemName + " (" + count + ")\nCost: " + CurCon.GetCurrencyPrefix(cost) + "\nMining Per Sec: " + CurCon.GetCurrencyPrefix(minePower);
     cost          = Mathf.Round(baseCost * Mathf.Pow(1.12f, count));
 }
Esempio n. 5
0
 /*------------Buy Function------------*/
 public void PurchasedItem()
 {
     if (baseGame.gold < cost)
     {
         float goldDifference = cost - baseGame.gold;
         StartCoroutine(ShowMessage("You do not have the required amount of Gold,\n To purchase " + itemName + ",\nYou are missing: " + CurCon.GetCurrencyPrefix(goldDifference) + " Gold.", 10));
         Debug.Log("Did not Buy one.");
     }
     else
     {
         baseGame.gold -= cost;
         count         += 1;
         cost           = Mathf.Round(baseCost * Mathf.Pow(1.12f, count));
         Debug.Log("Bought 1.");
     }
 }