Esempio n. 1
0
 public void TakeObject(GameObject toCollect)
 {
     if (!toCollect.name.Contains("coin"))
     {
         for (int i = 0; i < collectableGameObjects.Length; i++)
         {
             if (toCollect == collectableGameObjects[i])
             {
                 addUIObjImg.sprite = toCollect.GetComponent <InventoryObjects>().inventorySprite;
                 addUIObjTxt.text   = loadXmlScript.MiscClass.newObject;
                 addUIObjImg.gameObject.SetActive(true);
                 addUIObjTxt.gameObject.SetActive(true);
                 InventoryArrowBehaviour.Sprites.Add(toCollect.GetComponent <InventoryObjects>().inventorySprite);
                 inventoryDescriptionScript.Collection.Add(toCollect.GetComponent <InventoryObjects>());
                 print("To collect " + toCollect.name);
                 Destroy(toCollect);
             }
         }
         InventoryArrowBehaviour.ReorderInventory();
     }
     else
     {
         goldText.SetActive(true);
         goldImage.SetActive(true);
         goldAmount.text = (int.Parse(goldAmount.text) + 4).ToString();
         Destroy(toCollect);
     }
 }
Esempio n. 2
0
    public void Accept()
    {
        //COMPROBAMOS QUE EL DINERO TOTAL NO SEA MENOR QUE EL PRECIO DEL OBJETO
        if (int.Parse(totalGold.text) >= invObj.price)
        {
            totalGold.text = (int.Parse(totalGold.text) - invObj.price).ToString();
            int i = 0;
            //DESTRUIMOS EL OBJETO COMPRADO. LO BUSCAMOS EN EL ARRAY Y LO DESTRUIMOS
            while (i < goods.transform.childCount)
            {
                if (invObj.shopSprite == goods.transform.GetChild(i).GetComponent <Image>().sprite)
                {
                    Destroy(goods.transform.GetChild(i).gameObject);
                    i = goods.transform.childCount;
                }
                i++;
            }
            //ACTUALIZAMOS LA CANTIDAD DE DINERO Y CERRAMOS EL PANEL DE COMPRA
            goldAmountShop.text = totalGold.text;
            transform.parent.gameObject.SetActive(false);
            blur.SetActive(false);

            //LE PASAMOS EL OBJETO A LA DESCRIPCION
            inventoryDescriptionScript.Collection.Add(invObj);

            //LE PASAMOS EL OBJETO A LOS SPRITES DEL INVENTARIO
            inventoryArrowBehaviour.Sprites.Add(invObj.inventorySprite);
            inventoryArrowBehaviour.ReorderInventory();
            description.text = "";
        }
        else
        {
            noCoin.SetActive(true);
        }
    }