//when sale is compelte, player is given money and items are poofed from existance. //flips sale flag to off public void SellItems() { myInventoryManager.AddMoney(payoutAmmount); ClearTable(); myUIManager.UIInventoryMenu.GetComponent <InventoryPanel>().SellMode = false; myUIManager.HideAllPanels(); }
private IEnumerator ArenaArrival() { SetBackgroundMusic(); SetUp.Instance.SetUpCharacterHealth(); GirlNav.SetDestination(new Vector3(publicArenaEntrance.ReturnFromArena.transform.position.x, girlPlayer.transform.position.y, publicArenaEntrance.ReturnFromArena.transform.position.z)); BoyNav.SetDestination(girlPlayer.transform.position); yield return(new WaitForSeconds(2f)); //TODO keegan you removed all dialogue boxes so "MoneyWon" doesn't have a reference anymore InventoryManager.AddMoney(moneyGainedperFight[FindObjectOfType <SaveManager>().currentFight]); TextAsset textAsset = new TextAsset("You won : $" + moneyGainedperFight[FindObjectOfType <SaveManager>().currentFight].ToString() + "! Next fight unlocked"); activateText.TheText = textAsset; activateText.Activate(); //moneyTextGameObject.SetActive(true); //yield return new WaitUntil(() => Input.anyKeyDown == true); //moneyTextGameObject.SetActive(false); }