Exemplo n.º 1
0
 private void Meat()
 {
     if (_playerInventory.MeatAmount >= stuffNeeded)
     {
         GameEventManager.ExchangeForCurrency(Resource.MEAT, -stuffNeeded, Resource.COIN, goldReward[0]);
         //player.MakeExchange(stuffNeeded, goldReward);
     }
 }
Exemplo n.º 2
0
 private void Treasure()
 {
     if (_playerInventory.Treasure >= stuffNeeded)
     {
         GameEventManager.ExchangeForCurrency(Resource.TREASURE, -stuffNeeded, Resource.COIN, goldReward[RewardLevel]);
         RewardLevel++;
         //player.MakeExchange(stuffNeeded, goldReward);
     }
 }
Exemplo n.º 3
0
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.E) && playerIsNearby && _playerinventory.CoinAmount >= goldNeeded[_upgradeLevel] && _playerinventory.WoodAmount >= woodNeeded[_upgradeLevel] && _is_ready)
     {
         _is_ready = false;
         GameEventManager.UpgradeCost = goldNeeded[_upgradeLevel];
         GameEventManager.ExchangeForCurrency(Resource.WOOD, -woodNeeded [_upgradeLevel], Resource.COIN, 0);
         //player.RemoveGold(goldNeeded);
         UpgradeTown();
     }
 }
Exemplo n.º 4
0
 private void Coin()
 {
     if (_questTarget == null)
     {
         _isFinished = false;
         GameEventManager.helpedSocializer = true;
         GameEventManager.ExchangeForCurrency(Resource.COIN, 0, Resource.COIN, goldReward[0]);
         Instantiate(_happyExplosion, transform.position + new Vector3(0, 1, 0), Quaternion.identity).Play();
         StartCoroutine("explode");
         //player.MakeExchange(stuffNeeded, goldReward);
     }
 }
Exemplo n.º 5
0
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.E) && playerIsNearby && _isFinished)
     {
         if (checkForRequiredResource != null)
         {
             checkForRequiredResource();
         }
         // player.MakeExchange(stuffNeeded, goldReward);
     }
     if (Input.GetKeyDown(KeyCode.L) && playerIsNearby)
     {
         GameEventManager.ExchangeForCurrency(Resource.WOOD, 6000, Resource.COIN, 6000);
     }
     if ((_requiredResource == Resource.WOOD || _requiredResource == Resource.COIN) && _questTarget == null && playerIsNearby)
     {
         _resourceText[0] = "Thanks. ";
         _resourceText[1] = " Please help my Brothers aswell.";
         text[0].text     = _resourceText [0] + _resourceText [1];
     }
 }