public void PurchaseUpgrade(PersistentUpgrade upgrade)
    {
        // Update player currency.
        persistentCurrencyManager.SubstractPersistentCurrency(upgrade.GetCurrentCost());

        // Update upgrade level.
        upgrade.info.level += 1;

        // Save new state.
        UpdatePurchasedPersistentUpgrades(upgrade.info.type, upgrade.info.level);
        SaveLoad.Save();
    }
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    void UpdateTexts()
    {
        Text upgradeNameText = upgradeNameObject.GetComponent <Text> ();

        upgradeNameText.text = upgrade.name;

        Text costText = costObject.GetComponent <Text> ();

        costText.text = upgrade.GetCurrentCost() + " " + PersistentCurrencyManager.persistentCurrencyName;

        Text currentLevelText = currentLevelObject.GetComponent <Text> ();

        currentLevelText.text = "Level: " + upgrade.info.level;

        Text currentEffectText = currentEffectObject.GetComponent <Text> ();

        currentEffectText.text = "Effect: +" + (upgrade.GetCurrentEffect() * 100) + "% " + upgrade.effectName;
    }
 public bool CanAfford(PersistentUpgrade upgrade)
 {
     return(persistentCurrencyManager.GetPersistentCurrency() > upgrade.GetCurrentCost());
 }