public void SyncPlayerState() { GlobalUI.Instance().SetDays(PlayerState.Instance().days); GlobalUI.Instance().SetHealth(PlayerState.Instance().health); GlobalUI.Instance().SetAmmo(PlayerState.Instance().ammo); GlobalUI.Instance().SetCoin(PlayerState.Instance().coin); }
void ShowSafeHouseUI() { HurtEffectUI.Instance().gameObject.SetActive(false); EndingUI.Instance().gameObject.SetActive(false); OutSideUI.Instance().gameObject.SetActive(false); SafeHouseUI.Instance().gameObject.SetActive(true); GlobalUI.Instance().gameObject.SetActive(true); }
public void StartFight() { SwitchScenes("FightScene"); GlobalUI.Instance().Alert("Start Fight!"); ShowOutSideUI(); //EnemyCount = PlayerState.Instance().days + 1; EnemyCount = 4; CreateEnemies(EnemyCount); }
public void OnBuyAmmo() { GlobalUI.Instance().Alert("BuyAmmo 10 coin per ammo!"); int _coin = PlayerState.Instance().coin; if (_coin >= 10) { GlobalUI.Instance().Alert("ammo +1 !"); PlayerState.Instance().coin -= 10; PlayerState.Instance().ammo += 1; } else { GlobalUI.Instance().Alert("Coin not enough!"); } GameManager.Instance().SyncPlayerState(); }
public void OnGoOut() { GlobalUI.Instance().Alert("Go Out!"); GameManager.Instance().StartFight(); }
public void OnUpgrade() { GlobalUI.Instance().Alert("OnUpgrade to be implemented!"); }
public void OnCraft() { GlobalUI.Instance().Alert("OnCraft to be implemented!"); }