void Generate_consumable_items() { if (game_master.game_master_obj && !store_button_generated) { my_game_master = (game_master)game_master.game_master_obj.GetComponent("game_master"); for (int i = 0; i < my_game_master.my_store_item_manager.consumable_item_list.Length; i++) { //check if this item is avaible at this phase of the game if ((my_game_master.my_store_item_manager.consumable_item_list[i].avaible_from_world <= my_game_master.play_this_stage_to_progress_in_the_game_world[my_game_master.current_profile_selected]) && //world (my_game_master.my_store_item_manager.consumable_item_list[i].avaible_from_stage <= my_game_master.play_this_stage_to_progress_in_the_game_stage[my_game_master.current_profile_selected])) //stage { //if the player can buy more item like this... if (my_game_master.show_consumable_item_even_if_cap_reached || (my_game_master.consumable_item_current_quantity[my_game_master.current_profile_selected][i] < my_game_master.my_store_item_manager.consumable_item_list[i].quantity_cap)) { GameObject temp_button = (GameObject)Instantiate(store_button_obj); temp_button.transform.SetParent(this.transform, false); store_button button_script = temp_button.GetComponent <store_button>(); button_script.my_item_ID = i; button_script.my_name = my_game_master.my_store_item_manager.consumable_item_list[i].name; button_script.my_ico = my_game_master.my_store_item_manager.consumable_item_list[i].icon; //set quantity button_script.quantity = 1; //set price button_script.my_price = my_game_master.my_store_item_manager.consumable_item_list[i].price; if (my_game_master.my_store_item_manager.consumable_item_list[i].require_real_money) { button_script.price_currency_selected = global::store_button.price_currency.real_money; } else { button_script.price_currency_selected = global::store_button.price_currency.virtual_money; } button_script.show_quantity = false; button_script.give_this_selected = global::store_button.give_this.consumable_item; button_script.My_start(); } } } } }
void Generate_incremental_items() { if (game_master.game_master_obj && !store_button_generated) { my_game_master = (game_master)game_master.game_master_obj.GetComponent("game_master"); for (int i = 0; i < my_game_master.my_store_item_manager.incremental_item_list.Length; i++) { //check if this item is avaible at this phase of the game if ((my_game_master.my_store_item_manager.incremental_item_list[i].avaible_from_world <= my_game_master.play_this_stage_to_progress_in_the_game_world[my_game_master.current_profile_selected]) && //world (my_game_master.my_store_item_manager.incremental_item_list[i].avaible_from_stage <= my_game_master.play_this_stage_to_progress_in_the_game_stage[my_game_master.current_profile_selected])) //stage { GameObject temp_button = (GameObject)Instantiate(store_button_obj); temp_button.transform.SetParent(this.transform, false); store_button button_script = temp_button.GetComponent <store_button>(); button_script.my_item_ID = i; button_script.my_name = my_game_master.my_store_item_manager.incremental_item_list[i].name; button_script.give_this_selected = global::store_button.give_this.incremental_item; button_script.my_game_master = my_game_master; //if this item not is at the maximum if (my_game_master.incremental_item_current_level[my_game_master.current_profile_selected][i] < my_game_master.my_store_item_manager.incremental_item_list[i].max_level) { //set icon if (my_game_master.my_store_item_manager.incremental_item_list[i].icon.Length > i) { button_script.my_ico = my_game_master.my_store_item_manager.incremental_item_list[i].icon[my_game_master.incremental_item_current_level[my_game_master.current_profile_selected][i]]; } else { button_script.my_ico = my_game_master.my_store_item_manager.incremental_item_list[i].icon[0]; } //set quantity //set price button_script.my_price = my_game_master.my_store_item_manager.incremental_item_list[i].price[my_game_master.incremental_item_current_level[my_game_master.current_profile_selected][i]]; if (my_game_master.my_store_item_manager.incremental_item_list[i].require_real_money) { button_script.price_currency_selected = global::store_button.price_currency.real_money; } else { button_script.price_currency_selected = global::store_button.price_currency.virtual_money; } //level button_script.show_quantity = true; button_script.quantity = my_game_master.incremental_item_current_level[my_game_master.current_profile_selected][i] + 1; } else // max level { button_script.Incremental_item_MAX(); } button_script.My_start(); } } } store_button_generated = true; }