Esempio n. 1
0
 void NextEvent()
 {
     SetEneble(false);
     SceneLoader.LoadScene(1);
     ClearItem();
     ResourcesUIControl.TurnUION(true);
 }
 public void LoadLevel()
 {
     int[] eqStat = FindObjectOfType <PlayerData_Battle> ().GetEqStatus();
     if (eqStat[0] != -1 && eqStat[1] != -1)
     {
         if (selectedLevel != -1)
         {
             ResourcesUIControl.TurnUION(false);
             SceneLoader.LoadScene(3);
             LevelLoader.LoadLevel(selectedLevel);
         }
         else
         {
             PopUpControler.CallPopUp(
                 "notice",
                 "Select A Level",
                 "Please select Avaiable level before battle Start",
                 "");
         }
     }
     else
     {
         PopUpControler.CallPopUp(
             "notice",
             "Check Equipment",
             "Please wear some equipment before battle, wear a WEAPON and ARMOR",
             "");
     }
 }
Esempio n. 3
0
    public void Open()
    {
        SceneLoader.LoadScene(1);
        startMenu.SetActive(false);
        ResourcesUIControl.TurnUION(true);

        DBSaveControl.LoadData();
    }
Esempio n. 4
0
 private void Awake()
 {
     if (_instance == null)
     {
         _instance = this;
     }
     else if (_instance != this)
     {
         Destroy(gameObject);
     }
 }
Esempio n. 5
0
    public void Repair()
    {
        if (DB_Resources.GetItem(2).quantity >= repairCost)
        {
            DB_Resources.GetItem(2).quantity -= repairCost;
            equipment.Repair();
            Initial();

            ResourcesUIControl.SetResoucesValue();

            DB_EquipmentInventory.SaveEquipData();
            DB_Resources.SaveResoucesData();
        }
    }
Esempio n. 6
0
    //Btn Action
    public void Unlock()
    {
        if (DB_Resources.GetItem(1).quantity >= unlockCost)
        {
            DB_Resources.GetItem(1).quantity -= unlockCost;
            equipment.UnlockItem();
            Initial();

            ResourcesUIControl.SetResoucesValue();

            DB_EquipmentInventory.SaveEquipData();
            DB_Resources.SaveResoucesData();
        }
    }
 public void OpenInvetory()
 {
     SceneLoader.LoadScene(2);
     ResourcesUIControl.TurnUION(true);
 }