void setUpBuyButton(GameShopCell cell, int row) { GameFairyModel cellData = fairiesDataSource.dataArray[row]; cell.fairyButton.onClick.RemoveAllListeners(); cell.fairyButton.onClick.AddListener(() => { if (_playerData.playerFairies.Contains(row) == false) { if (_playerData.playerScore >= cellData.fairyPrice) { _playerData.playerFairies.Add(row); _playerData.playerScore -= cellData.fairyPrice; uncheckPreviousFairy(); selectFairyOnIndexWithCell(row, cell); _playerData.savePlayerData(); cell.price.gameObject.SetActive(false); GameAnaliticsController analiticsController = GameObject.FindObjectOfType <GameAnaliticsController>(); analiticsController.buyFairyPressed(); } else { inAppPurchasesPopUp.SetActive(true); } } else { uncheckPreviousFairy(); selectFairyOnIndexWithCell(row, cell); } }); }
void setUpDescription(GameShopCell cell, int row) { GameFairyModel cellData = fairiesDataSource.dataArray[row]; cell.descriptionDamageTime.text = cellData.fairyCreateSlowBonusTime.ToString(); cell.descriptionSlowdownTime.text = cellData.fairyCreateDamageBonusTime.ToString(); }
void setUpPrice(GameShopCell cell, int row) { GameFairyModel cellData = fairiesDataSource.dataArray[row]; if (_playerData.playerFairies.Contains(row) == true) { cell.price.gameObject.SetActive(false); } else { cell.price.gameObject.SetActive(true); cell.price.text = cellData.fairyPrice.ToString(); } }
void Start() { _playerData = ServicesLocator.getServiceForKey(typeof(GamePlayerDataController).Name) as GamePlayerDataController; lineRechargeIndicator.fillAmount = 0f; if (_playerData.selectedFairyIndex >= 0) { _playerData.damageBonusCount--; GameFairyModel fairyModel = gameBalanceDataSource.dataArray[_playerData.selectedFairyIndex]; _bonusRechargeTime = fairyModel.fairyCreateSlowBonusTime; } _currentBonusTime = _bonusRechargeTime; }
void Update() { float fillAmount = ((float)_bonusRechargeTime - _currentBonusTime) / (float)_bonusRechargeTime; lineRechargeIndicator.fillAmount = 1 - fillAmount; if (gameLogicController.stopGame == false && _playerData.selectedFairyIndex >= 0) { _currentBonusTime++; if (_currentBonusTime > _bonusRechargeTime) { _playerData.damageBonusCount++; _currentBonusTime = 0; GameFairyModel fairyModel = gameBalanceDataSource.dataArray[_playerData.selectedFairyIndex]; _bonusRechargeTime = fairyModel.fairyCreateSlowBonusTime; } } }
void setUpFairyImage(GameShopCell aCell, int aIndex) { GameFairyModel cellData = fairiesDataSource.dataArray[aIndex]; aCell.fairyImage.sprite = Sprite.Create(cellData.fairyTexture, new Rect(0, 0, cellData.fairyTexture.width, cellData.fairyTexture.height), new Vector2(0.5f, 0.5f)); }