コード例 #1
0
 //Method used to send user back to shop by 'travelling'
 public void TravelButton()
 {
     Travel.Towns currentTownSelected = CurrentTownObject(townHit.transform.gameObject);
     SFX.Play("Traveling_chimes", 1f, 1f, 0f, false, 0f);
     Travel.ChangeCurrentTown(currentTownSelected);
     SaveManager.SaveInventory();
     Initiate.Fade("Shop", Color.black, 2f);
 }
コード例 #2
0
 //Method to travel to unlocked town by button
 public void TravelButton()
 {
     Travel.ChangeCurrentTown(currentTownSelected);
     helperText.enabled = false;
     lastTownClicked    = null;
     SaveManager.SaveInventory();
     Initiate.Fade("Shop", Color.black, 2f);
 }
コード例 #3
0
    //Method used when attempting to buy a new town through button. Also handles UI at same time
    public void PurchaseButton()
    {
        bool completeTransaction = Travel.UnlockNewTown(currentTownSelected);

        //If this was the first town unlocked, make it the current
        Debug.Log(Inventory.Instance.GetUnlockedTowns().Count + " unlocked towns");
        Debug.Log("Complete transaction " + completeTransaction);
        if (Inventory.Instance.GetUnlockedTowns().Count == 1 && completeTransaction)
        {
            //SFX.Play("sound");
            player.SetActive(false);
            player.transform.position = ReturnTownPosition(currentTownSelected);
            helperText.text           = "Welcome to " + currentTownSelected;
            Travel.ChangeCurrentTown(currentTownSelected);
            SaveManager.SaveInventory();
            PlayerPrefs.SetInt("FirstStart", 1);
            if (GameManager.Instance.InMap)
            {
                GameManager.Instance.InMap          = false;
                GameManager.Instance.BarterTutorial = true;
            }
            Initiate.Fade("Shop", Color.black, 2f);
        }
        //Else if it was a subsequent town, check the purchase was successful
        else
        {
            if (completeTransaction)
            {
                //SFX.Play("sound");
                SFX.Play("location_purchase", 1f, 1f, 0f, false, 0f);
                if (GameManager.Instance.InMap)
                {
                    GameManager.Instance.InMap          = false;
                    GameManager.Instance.BarterTutorial = true;
                }
                helperText.text = currentTownSelected + " can now be travelled to";
                Travel.ChangeCurrentTown(currentTownSelected);
                Initiate.Fade("Shop", Color.black, 2f);
                SaveManager.SaveInventory();
            }
            else
            {
                helperText.text = "Insufficent gold to travel to next town";
                //SFX.Play("sound");
                SFX.Play("Fail_Tap", 1f, 1f, 0f, false, 0f);
            }
        }
        lastTownClicked = null;
        //CheckUnlockedTowns();
    }
コード例 #4
0
    //Method used when attempting to buy a new town through button. Also handles UI at same time
    public void PurchaseTown()
    {
        Travel.Towns currentTownSelected = CurrentTownObject(townHit.transform.gameObject);
        bool         completeTransaction = Travel.UnlockNewTown(currentTownSelected);

        //If this was the first town unlocked, make it the current
        Debug.Log(Inventory.Instance.GetUnlockedTowns().Count + " unlocked towns");
        Debug.Log("Complete transaction " + completeTransaction);
        if (Inventory.Instance.GetUnlockedTowns().Count == 1 && completeTransaction)
        {
            Travel.ChangeCurrentTown(currentTownSelected);
            SFX.Play("Location_query_purchase", 1f, 1f, 0f, false, 0f);
            SaveManager.SaveInventory();
            PlayerPrefs.SetInt("ExistingSave", 1);
            if (GameManager.Instance.InMap)
            {
                GameManager.Instance.InMap          = false;
                GameManager.Instance.BarterTutorial = true;
            }
            Travel.ChangeCurrentTown(currentTownSelected);
            SaveManager.SaveInventory();
            GameManager.Instance.firstTownSelect = false;
            Initiate.Fade("Shop", Color.black, 2f);
        }
        //Else if it was a subsequent town, check the purchase was successful
        else
        {
            if (completeTransaction)
            {
                PlayerPrefs.SetInt("ExistingSave", 1);
                SFX.Play("location_purchase", 1f, 1f, 0f, false, 0f);
                if (GameManager.Instance.InMap)
                {
                    GameManager.Instance.InMap          = false;
                    GameManager.Instance.BarterTutorial = true;
                }
                Travel.ChangeCurrentTown(currentTownSelected);
                SaveManager.SaveInventory();
                GameManager.Instance.firstTownSelect = false;
                Initiate.Fade("Shop", Color.black, 2f);
            }
            else
            {
                SFX.Play("Fail_Tap", 1f, 1f, 0f, false, 0f);
            }
        }
    }
コード例 #5
0
    //Used when the player clicks on the same town object a second time
    private void SecondClick(RaycastHit hit)
    {
        Travel.Towns selectedTown = CurrentTownObject(lastTownClicked);
        //If not unlocked, attempt to buy
        if (!Travel.unlockedTowns.Contains(selectedTown))
        {
            AttemptToBuyTown(selectedTown);
        }
        //If the town has been unlocked, move to selected town
        else
        {
            //SFX.Play("sound");
            //movementFinished = false;
            //StartCoroutine(MovePlayerToNewTown(selectedTown));

            Travel.ChangeCurrentTown(selectedTown);
            helperText.enabled = false;
            lastTownClicked    = null;
            SaveManager.SaveInventory();
            Initiate.Fade("Shop", Color.black, 2f);
        }
    }