/// <summary> /// Callback for "showUpgradeDialog" event. Generates content for the upgrade confirmation /// dialog and enables it. /// </summary> /// <param name="type"></param> public void ShowUpgradeDialog(ETowerType type) { currentType = type; DialogConfig config = new DialogConfig(); int cost = currentType.GetCost(); string messageString; if (cost > GameState.CurrentCash) { messageString = "You don't have enough cash. Required: " + cost + ". You have $" + GameState.CurrentCash; // As both buttons won't do anything special in this case, you could leave the callback config.OK = new DialogButton( interactable: false, text: "Upgrade" ); config.Cancel = new DialogButton( text: "Cancel" ); } else { messageString = "Upgrade to " + type.GetString() + "will cost $" + cost + ". You have $" + GameState.CurrentCash; config.OK = new DialogButton( onClick: OnOKClick, text: "Upgrade" ); config.Cancel = new DialogButton( onClick: OnCancelClick, text: "Cancel" ); } config.Message = messageString; dialogSystem.Show(config); }
/// <summary> /// Passed an a callback for the OK button on the upgrade dialog. /// </summary> public void OnOKClick() { GameState.CurrentCash -= currentType.GetCost(); createTower.Invoke(currentType); }