public ShooterData(int coins, ShooterAmor amor, Shield shield, List <HighScore> highScoreTable) { this.CoinsInHand = coins; this.Amor = amor; this.CurrentShield = shield; this.m_HighScoreTable = highScoreTable; }
/// <summary> /// Initialized the shop data /// </summary> void Init() { int coinsInHand = GameManager.Instance.GetCoinsInHand(); m_ShooterAmor = GameManager.Instance.GetCurrentAmorData(); m_Coins.text = coinsInHand.ToString(); int nextGunPowerCost = GetNextGunCost(m_ShooterAmor.GunLevel); int nextMissileMagCost = GetNextMissileMagazineCost(m_ShooterAmor.MissileMagazineLvl); ////// // Set Gun Power Related Stuff ////// m_GunPowerSlider.maxValue = DataBank.GetGunPowerData().Count(); m_GunPowerSlider.value = m_ShooterAmor.GunLevel; m_GunUpgradeBtn.interactable = SetButtonIntractable(nextGunPowerCost, coinsInHand); m_GunPowerInfo.text = GetGunPowerInfoText(m_ShooterAmor.GunLevel); ////// // Set Missile Magazine Related Stuff ////// m_MagazineSlider.maxValue = DataBank.GetMissileMagazineData().Count(); m_MagazineSlider.value = m_ShooterAmor.MissileMagazineLvl; m_MagazineUpgrdBtn.interactable = SetButtonIntractable(nextMissileMagCost, coinsInHand); m_MagazineInfo.text = GetMagazineInfoText(m_ShooterAmor.MissileMagazineLvl); ////// // Set Missile Related Stuff ////// int missileCount = m_ShooterAmor.MissileCount; int missileCap = m_ShooterAmor.MagazineCapacity; m_MissileSlider.maxValue = missileCap; m_MissileSlider.value = missileCount; m_MissileCount.text = "Missile Count:" + missileCount + "/" + missileCap; m_MissileAddBtn.interactable = SetButtonIntractable(m_MissileCost, coinsInHand); m_MissileInfoText.text = GetMissileCapacityInfoText(); ////// // Set Shield Related Stuff ////// int shieldLvl = GetCurrentShieldLevel(GameManager.Instance.GetCurrentShield().Duration); int shieldCost = GetNextShieldCost(shieldLvl); m_ShiledSlider.maxValue = DataBank.GetShieldData().Count(); m_ShiledSlider.value = shieldLvl; m_ShieldInfo.text = GetShieldInfoText(shieldLvl); m_ShieldBtn.interactable = SetButtonIntractable(shieldCost, coinsInHand); ////// // Set Life Related Stuff ////// m_LifeSlider.value = GameManager.Instance.LifesLeft(); m_LifeBtn.interactable = SetButtonIntractable(m_LifeCost, coinsInHand); m_LifeInfo.text = GetLifeInfoText(GameManager.Instance.LifesLeft()); }
/// <summary> /// Get Saved Data /// </summary> void ReadSavedData() { string shooterData = PlayerPrefs.GetString(m_ShooterDataKey, null); if (string.IsNullOrEmpty(shooterData)) { ShooterAmor amor = new ShooterAmor(1, 1, 1, 1); Shield shield = new Shield(0, 3); ShooterData data = new ShooterData(0, amor, shield, LoadDummyData()); m_ShooterData = data; } else { m_ShooterData = JsonUtility.FromJson <ShooterData>(shooterData); } }