Exemplo n.º 1
0
 public void BuyEther()
 {
     if (moneyManager.currentMoney >= etherCost)
     {
         itemsManager.AddEthers(1);
         SFXManager.SharedInstance.PlaySFX(SFXType.SoundType.RECEIVE_ITEM);
         moneyManager.SustractMoney(etherCost);
     }
     else
     {
         SFXManager.SharedInstance.PlaySFX(SFXType.SoundType.UI_MENU_ERROR);
     }
 }
Exemplo n.º 2
0
    private void OnCollisionStay2D(Collision2D collision)
    {
        if (collision.gameObject.tag.Equals("Player") && Input.GetMouseButtonDown(1))
        {
            if (PlayerPrefs.GetString(chestID) == "closed")
            {
                _animator.SetBool("isOpened", true);
                PlayerPrefs.SetString(chestID, "opened");
                itemsManager.chestsDict.Add(chestID, "opened");
                Debug.Log(itemsManager.chestsDict[chestID]);
                SFXManager.SharedInstance.PlaySFX(SFXType.SoundType.RECEIVE_ITEM);
                dialogueManager.ShowDialogue(new string[] { "Chest: \n" + chestText }, rewardSprite);

                if (rewardType == "Gold")
                {
                    moneyManager.AddMoney(goldValue);
                }

                if (rewardType == "QuestItem")
                {
                    itemsManager.AddQuestItem(questItem.GetComponent <QuestItem>().itemName);
                }

                if (rewardType == "Potion")
                {
                    itemsManager.AddPotions(1);
                }

                if (rewardType == "Ether")
                {
                    itemsManager.AddEthers(1);
                }

                if (rewardType == "PD")
                {
                    itemsManager.AddPD(1);
                }

                if (rewardType == "Weapon")
                {
                    notInInventory = weaponManager.GetAllNotInInvetoryWeapons();
                    foreach (GameObject nweapon in notInInventory)
                    {
                        if (nweapon.GetComponent <WeaponDamage>().weaponName == rewardWeaponName)
                        {
                            nweapon.GetComponent <WeaponDamage>().inInventory = true;
                        }
                    }
                }
                if (rewardType == "Armor")
                {
                    notInInventory = armorManager.GetAllNotInInvetoryArmors();
                    foreach (GameObject narmor in notInInventory)
                    {
                        if (narmor.GetComponent <Armor>().armorName == rewardWeaponName)
                        {
                            narmor.GetComponent <Armor>().inInventory = true;
                        }
                    }
                }
                if (rewardType == "Accesory")
                {
                    notInInventory = accManager.GetAllNotInInvetoryAccesory();

                    foreach (GameObject nacc in notInInventory)
                    {
                        if (nacc.GetComponent <Accesory>().accesoryName == rewardWeaponName)
                        {
                            nacc.GetComponent <Accesory>().inInventory = true;
                        }
                    }
                }
            }
        }
    }