IEnumerator MoveTo(Vector3 pos, Vector3 scale, float duration, bool isMainPanel) { desiredPos = pos; desiredScale = scale; float startTime = Time.time; while (Time.time < startTime + duration) { rectTransform.localPosition = Vector3.Lerp(rectTransform.localPosition, pos, (Time.time - startTime)); rectTransform.localScale = Vector3.Lerp(rectTransform.localScale, scale, (Time.time - startTime)); yield return(null); this.isMainPanel = isMainPanel; } rectTransform.localPosition = pos; rectTransform.localScale = scale; if (isMainPanel) { hubShop.mainPanel = this; BlackOut(!HubShop.GetWeaponInfo(weaponName).isUnlocked); } hubShop.isMovingPanels = false; }
public void Show(string weaponName) { curWeaponName = weaponName; gameObject.SetActive(true); if (HubShop.GetWeaponInfo(weaponName).isUnlocked) { if (HubShop.GetWeaponInfo(weaponName).isUpgraded) { button.interactable = false; } else { button.interactable = true; } this.weaponName.SetText(weaponName); weaponDescription.SetText(HubShop.GetWeaponInfo(weaponName).description); } else { this.weaponName.SetText("Locked"); weaponDescription.SetText("That silhouette looks cool. Too bad you haven't unlocked that weapon yet. Go and find it then come back."); button.interactable = false; } }
private void Awake() { rectTransform = GetComponent <RectTransform>(); hubShop = GetComponentInParent <HubShop>(); rawImage = GetComponentInChildren <RawImage>(); BlackOut(!HubShop.GetWeaponInfo(weaponName).isUnlocked); }
public void PurchaseUpgrade() { if (!HubShop.GetWeaponInfo(curWeaponName).isUpgraded) { switch (curWeaponName) { case "Sword": SwordButtonClick(); break; case "Bow": BowButtonClick(); break; case "Hammer": HammerButtonClick(); break; case "Spear": SpearButtonClick(); break; case "Crossbow": CrossbowButtonClick(); break; case "Magic": MagicButtonClick(); break; } } }