public void AttemptToPurchase(ItemClass CurrentlySelectedItem) { PlayerCharacterSheet CurrentPlayer = PlayerStorage.GetComponent <PlayerBuyingEquipment>().GetPlayer(); //ItemClass CurrentlySelectedItem = ItemClass.GetItem(ItemSlot.WEAPON, 3); ItemClass OldItem = CurrentPlayer.GetItem(CurrentlySelectedItem.GetItemType()); DescriptionTextBox.text = CurrentlySelectedItem.GetItemDesc(); TransactionDetails.text = "Purchase Price $" + CurrentlySelectedItem.GetGoldCost() + ", Trade in Value $" + OldItem.GetGoldCost() + ", \nNet Purchase price $" + (CurrentlySelectedItem.GetGoldCost() - OldItem.GetGoldCost()); if (CurrentlySelectedItem.GetGoldCost() > (CurrentPlayer.Gold + OldItem.GetGoldCost())) { ErrorTextBox.text = "Error, not enough funds."; return; } CurrentPlayer.Gold = CurrentPlayer.Gold - (CurrentlySelectedItem.GetGoldCost() - OldItem.GetGoldCost()); CurrentPlayer.AddEquipment(CurrentlySelectedItem); CurrentFundsBox.text = "Current Funds $" + CurrentPlayer.Gold; PlayerCharacterSheet.SaveToDisk(CurrentPlayer, CharacterSheetLocation); PlayerStorage.GetComponent <PlayerBuyingEquipment>().UpdateRequired(); WeaponEquipped.GetComponent <InventoryItemDisplay>().RefreshEquipment(); ArmorEquipped.GetComponent <InventoryItemDisplay>().RefreshEquipment(); ShieldEquipped.GetComponent <InventoryItemDisplay>().RefreshEquipment(); PowerEquipped.GetComponent <InventoryItemDisplay>().RefreshEquipment(); EnginesEquipped.GetComponent <InventoryItemDisplay>().RefreshEquipment(); }
void DisplayItemDesc(ItemClass anItem) { TextToDisplay.text = anItem.GetItemDesc(); }