Esempio n. 1
0
 public void ClickBuy()
 {
     if (PlayerParty.gold < 25)
     {
         NotificationPopupSystem.PopupText("Not enough gold");
         return;
     }
     PlayerParty.gold -= 25;
     // Instantiate the item and add it to player inventory.
     new Item(forSale);
 }
Esempio n. 2
0
 public void Enter()
 {
     if (PlayerParty.CountActivePartyMembers() > 0 && PlayerParty.CountActivePartyMembers() < 4)
     {
         SceneManager.LoadScene(Constants.SCENE_ARENA_COMBAT);
     }
     else
     {
         NotificationPopupSystem.PopupText("This combat requires you to have 1-3 active party members.");
     }
 }
Esempio n. 3
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 public void RestParty()
 {
     if (PlayerParty.gold < 3)
     {
         NotificationPopupSystem.PopupText("Not enough gold");
         return;
     }
     PlayerParty.gold -= 3;
     foreach (CharacterSheet c in PlayerParty.partyMembers)
     {
         c.Heal(10);
     }
     NotificationPopupSystem.PopupText("Each party member heals for 10.");
 }
Esempio n. 4
0
    public void Recruit()
    {
        if (PlayerParty.gold < 15)
        {
            NotificationPopupSystem.PopupText("Not enough gold");
            return;
        }
        if (PlayerParty.partyMembers.Count >= Constants.MAX_PARTY_SIZE)
        {
            NotificationPopupSystem.PopupText("Party already full");
            return;
        }
        PlayerParty.AddToParty(characterClass);
        PlayerParty.gold -= 15;
        PartyIndicator toUpdate = (PartyIndicator)FindObjectOfType(typeof(PartyIndicator));

        toUpdate.PartyCompositionChanged();
    }