IEnumerator drainCoins()//drains the player's coins into the tree as the button is held down { while (ButtonLetGo == false) { if (coinScript.getCurrentCoins() > 0) //while the player still has some coins { int CoinsToDrain = 1 + (coinScript.getCurrentCoins() / 10); //drains coins faster for every 10 coins the player has coinScript.spendCoins(CoinsToDrain); //takes the coins away from the player updateCoinBar(CoinsToDrain); //added coins add to coin goal and update coin bar giveCoinsToTree(CoinsToDrain); //added coins are given to the tree } yield return(new WaitForSeconds(0.2f)); } }
public void buySeed() //the function that handles buying a seed { if (coinScript.getCurrentCoins() >= currentPlant.Price) //if the player has enough coins to buy a new seed { if (seedHandlerScript.seedCheck()) //if already holding a seed that hasn't been planted, refund it { coinScript.gainCoins(seedHandlerScript.whatSeedIsHeld().Price); //find how much coins to refund and give it back to the player } coinScript.spendCoins(currentPlant.getPrice()); //spends coins to buy new seed seedHandlerScript.holdSeed(currentPlant); //puts new seed in hand uiControler.closeAll(); //closes all panels so the player can plant the new seed } }
public Plant plantSeed()//returns the current seed held and buys a new one if possible, otherwise empties hand { Plant Sprout = CurrentSeedHeld; if (CurrentSeedHeld.Price > coinScript.getCurrentCoins())//if you can't afford a new seed, empty hand. Otherwise autobuys a new seed for easy planting { //hides held seed graphics and empties hand CurrentSeedHeld = null; HeldSeedDisplay.SetActive(false); HoldingSeed = false; } else { coinScript.spendCoins(CurrentSeedHeld.Price);//buys a new seed of the current plant } return(Sprout); }