コード例 #1
0
    /// Called whenever the inventory is updated to refresh the UI
    ///
    public void OnInventoryUpdated()
    {
        //Debug.Log( string.Format("Coins: {0}", InventorySystem.Get().GetAmount(InventorySystem.k_coinsId)) );

        //Retrieve player items
        playerDets.softCurrency = InventorySystem.Get().GetAmount(InventorySystem.k_coinsId);  //Grab coins
        playerDets.hardCurrency = InventorySystem.Get().GetAmount(InventorySystem.k_gemsId);   //Grab gems
        playerDets.score        = InventorySystem.Get().GetAmount(InventorySystem.k_scoreId);  //Grab gems
        playerDets.tutorial     = InventorySystem.Get().GetAmount(InventorySystem.k_tutorial); //Grab gems


        for (int i = 0; i < maxCats; i++)
        {
            playerInv.catsUnlocked[i] = InventorySystem.Get().GetAmount(InventorySystem.k_CatNum[i]);
        }

        for (int i = 0; i < maxSkin; i++)
        {
            playerInv.catSkins[i] = InventorySystem.Get().GetAmount(InventorySystem.k_CatSkins[i]);
        }

        for (int i = 0; i < maxHead; i++)
        {
            playerInv.catHeadItems[i] = InventorySystem.Get().GetAmount(InventorySystem.k_HeadNum[i]);
        }

        for (int i = 0; i < maxCollar; i++)
        {
            playerInv.catCollarItems[i] = InventorySystem.Get().GetAmount(InventorySystem.k_CollarNum[i]);
        }

        for (int i = 0; i < maxRoom; i++)
        {
            playerInv.catRoomItems[i] = InventorySystem.Get().GetAmount(InventorySystem.k_RoomNum[i]);
        }

        //----------------------------
        //After retrieving all of the players current items, we grab their saved cat setups

        playerStab.currentCat = InventorySystem.Get().GetAmount(InventorySystem.k_currentCat);

        playerStab.currentRoom = InventorySystem.Get().GetAmount(InventorySystem.k_currentRoom);

        for (int i = 0; i < maxCats; i++)
        {
            playerStab.catSkinCurrent[i] = InventorySystem.Get().GetAmount(InventorySystem.k_CatSkinCurr[i]);
        }

        for (int i = 0; i < maxCats; i++)
        {
            playerStab.catHeadCurrent[i] = InventorySystem.Get().GetAmount(InventorySystem.k_CatHeadCurr[i]);
        }

        for (int i = 0; i < maxCats; i++)
        {
            playerStab.catCollarCurrent[i] = InventorySystem.Get().GetAmount(InventorySystem.k_CatCollarCurr[i]);
        }

        //playerInv.catsUnlocked = InventorySystem.Get().GetAmount(InventorySystem.k_CatNum); //Grab gems
    }
コード例 #2
0
    ///
    private void Start()
    {
        m_coinText      = transform.FindChild("CoinText").GetComponent <Text>();
        m_coinText.text = "Coins: Fetching";
        m_gemText       = transform.FindChild("GemText").GetComponent <Text>();
        m_gemText.text  = "Gems: Fetching";

        InventorySystem.Get().OnInventoryUpdated += OnInventoryUpdated;
    }
コード例 #3
0
ファイル: IAPSystem.cs プロジェクト: zhangxinyu1120/Samples
    /// Called by ChilliConnect when a purchase has been redeemed on the server.
    /// We close of the transaction, award the items and notify the listener that the purchase has finished.
    ///
    /// NOTE: We have to handle duplicate purchases here
    ///
    /// @param product
    ///     Purchased product
    /// @param status
    ///     Status of the product
    /// @param rewards
    ///     Items to award for the given product as specified on the ChilliConnect dashboard
    ///
    public void OnPurchaseRedeemed(Product product, string status, PurchaseExchange rewards)
    {
        Debug.Log(string.Format("Product redeemed: {0}. Status: {1}", product.definition.storeSpecificId, status));

        // NOTE: If the status is "InvalidRedeemed" then the user has already been awarded the IAP and this is
        // a duplicate purchase. In this case you might want to explain that to the user rather than just closing
        // the transaction silently.
        // If it is "InvalidVerificationFailed" then probably a fraudulent purchase
        if (status != "InvalidRedeemed" && status != "InvalidVerificationFailed")
        {
            foreach (var reward in rewards.Items)
            {
                InventorySystem.Get().AddItem(reward.Key, reward.Amount);
            }
        }

        m_unityStoreController.ConfirmPendingPurchase(product);
        OnPurchaseCompleteEvent();
    }
コード例 #4
0
    ///
    private void Start()
    {
        /*
         * m_coinText = transform.FindChild("CoinText").GetComponent<Text>();
         * m_coinText.text = "Coins: Fetching";
         * m_gemText = transform.FindChild("GemText").GetComponent<Text>();
         * m_gemText.text = "Gems: Fetching";
         */
        maxCats   = playerInv.numberOfCats;
        maxSkin   = playerInv.numberOfSkins;
        maxHead   = playerInv.numberOfHead;
        maxCollar = playerInv.numberOfCollar;
        maxRoom   = playerInv.numberOfRooms;


        InventorySystem.Get().OnInventoryUpdated += OnInventoryUpdated;

        StartCoroutine(InitialRun());
    }
コード例 #5
0
 /// Called whenever the inventory is updated to refresh the UI
 ///
 public void OnInventoryUpdated()
 {
     m_coinText.text = string.Format("Coins: {0}", InventorySystem.Get().GetAmount(InventorySystem.k_coinsId));
     m_gemText.text  = string.Format("Gems: {0}", InventorySystem.Get().GetAmount(InventorySystem.k_gemsId));
 }