예제 #1
0
    //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();
    }
예제 #2
0
    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);
    }