Esempio n. 1
0
    // public BowlAudioSystem BowlAudioSystem = new BowlAudioSystem();

    private void Start()
    {
        int itemType = (int)ShopMenuEventListener.ShopStates.Bowls;

        for (int i = 0; i < Inventory.GetItemCount(itemType); i++)
        {
            if (!PlayerPreferencesManager.IsItemInitialized(itemType, i, false))
            {
                PlayerPreferencesManager.SetPurchasedState
                (
                    itemType, i,
                    Inventory.allBowls[i].IsPurchased
                );
            }
        }

        for (int i = 0; i < Inventory.GetItemCount(itemType); i++)
        {
            if (Inventory.allBowls[i].CurrentState != Item.State.Loaded)
            {
                Inventory.allBowls[i].CurrentState
                    = PlayerPreferencesManager.GetPurchasedState(itemType, i, false)
                ? Item.State.Purchased : Item.State.Locked;
            }
        }
    }
Esempio n. 2
0
    public void OnItemPurchased(int type, int index)
    {
        PopupManager.Instance.spinnerLoading.Hide();
        // PopupManager.Instance.messagePopup.Show("Congratulations!", "Your purchase was successful.");

        // Debug.Log("Selected Index: " + selectedItem.index);
        // Debug.Log("Index: " + index);

        switch (type)
        {
        case 0:     // carpet
            Inventory.allCarpets[index].CurrentState = Item.State.Purchased;
            OnClickItemButton(index);
            content.SetItems((int)currentState);
            break;

        case 1:     // bowl
            Inventory.allBowls[index].CurrentState = Item.State.Purchased;
            OnClickItemButton(index);
            content.SetItems((int)currentState);
            break;

        case 2:     // slideshow
            Inventory.allSlideShows[index].CurrentState = Item.State.Purchased;
            OnClickItemButton(index);
            Inventory.slideShowManager.activeMusicIndex = 0;
            content.SetItems((int)currentState);
            break;
        }

        PlayerPreferencesManager.SetPurchasedState((int)currentState, index, true);
    }