/* public void UpgradeArmor() * { * if (money >= armorUpgradeCost) * { * money -= armorUpgradeCost; * armorLevel++; * //armorLevelText.text = armorLevel.ToString(); * moneyText.text = money.ToString(); * armorUpgradeCost = armorLevel * 100; * SaveMenager.Save(new PlayerData(level, money, armorLevel, forceLevel, accurateLevel)); * } * }*/ public void UpgradeForce() { if (money >= forceUpgradeCost) { money -= forceUpgradeCost; forceLevel++; forceLevelText.text = "Force lvl " + forceLevel.ToString(); moneyText.text = money.ToString(); forceUpgradeCost = forceLevel * 100; forceUpgradeButonText.text = "Upgrade\n" + forceUpgradeCost.ToString(); SaveMenager.Save(new PlayerData(level, experience, money, armorLevel, forceLevel, accurateLevel)); } }
void Awake() { if (instance != null) { Destroy(gameObject); } else { instance = this; } data = SaveMenager.Load(); SwitchToShop.Invoke(); SwitchToNormal.AddListener(LoadData); }
void DisplayResult() { score.text = ScoreCounter.counter.GetScore().ToString(); int moneyToAdd = ScoreCounter.counter.GetScore() / 10; money.text = moneyToAdd.ToString(); int experienceToAdd = ScoreCounter.counter.GetScore() / 20; PlayerData data = GeneralGameMenager.instance.data; currentLevel.text = data.level.ToString(); nextLevel.text = (data.level + 1).ToString(); float progress = (float)(data.experience + experienceToAdd) / (float)(data.level * 10); levelProgressBar.fillAmount = progress; int levelToAdd = (progress >= 1.0f) ? 1 : 0; int experience = data.experience + experienceToAdd - (levelToAdd * data.level * 10); SaveMenager.Save(new PlayerData(data.level + levelToAdd, experience, data.money + moneyToAdd, data.armorLevel, data.forceLevel, data.accurateLevel)); }
void LoadData() { data = SaveMenager.Load(); }