public void OnBuyButtonClicked(int soldier_type) { bool isBought = false; int level = -1; string state_string = ""; ScriptableSoldierProps props = null; if (soldier_type == Constants.SWORD_SOLDIER) { state_string = "Sword_Soldier_State"; } else if (soldier_type == Constants.ARROW_SOLDIER) { state_string = "Arrow_Soldier_State"; } else if (soldier_type == Constants.HAMMER_SOLDIER) { state_string = "Hammer_Soldier_State"; } int state = StatisticsManager.SM.GetDetails(state_string); if (state == Constants.BUYABLE) { level = 1; props = StatisticsManager.SM.GetSoldierProperties(soldier_type, level); isBought = BuySoldier(props.cost, soldier_type, true); if (isBought) { state = Constants.BOUGHT_LEVEL1; } } else if (state == Constants.BOUGHT_LEVEL1) { level = 2; props = StatisticsManager.SM.GetSoldierProperties(soldier_type, level); isBought = BuySoldier(props.cost, soldier_type, true); if (isBought) { state = Constants.BOUGHT_LEVEL2; } } else if (state == Constants.BOUGHT_LEVEL2) { level = 3; props = StatisticsManager.SM.GetSoldierProperties(soldier_type, level); isBought = BuySoldier(props.cost, soldier_type, true); currentUpgradedButton.enabled = false; if (isBought) { state = Constants.BOUGHT_LEVEL3; } } StatisticsManager.SM.SetDetails(state_string, state.ToString()); StatisticsManager.SM.SetDetails("Player_Gems", player_gems.ToString()); if (isBought) { SetTheStore(); } }
public static void CreateMySoldier() { ScriptableSoldierProps asset = ScriptableObject.CreateInstance <ScriptableSoldierProps>(); AssetDatabase.CreateAsset(asset, "Assets/Data/Soldiers/NewSoldierProps.asset"); AssetDatabase.SaveAssets(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }