Exemplo n.º 1
0
 public void HidePreview()
 {
     UIBG.SetActive(true);
     Cam3D.SetActive(false);
     PlayerPreview.Hide(false);
     PlayerSelection.Show(false);
 }
Exemplo n.º 2
0
 public void SetCurrentSelectedSlot()
 {
     foreach (var slot in _storeSlots)
     {
         if (slot.Active)
         {
             slot.Selected(PlayerPreview.CurrentItem(slot.Data.action));
         }
     }
 }
Exemplo n.º 3
0
    public void ShowPreview()
    {
        UIBG.SetActive(false);
        Cam3D.SetActive(true);
        PlayerPreview.Show(false);
        PlayerSelection.Hide(false);

        PreviewManager.instance._TeamData.PlayerList.Clear();
        foreach (PlayerData PD in TeamManager.instance.MyList)
        {
            PreviewManager.instance._TeamData.PlayerList.Add(PD);
        }
        PreviewManager.instance.AssignPlayers();
    }
Exemplo n.º 4
0
        private void BuyRandomItem()
        {
            if (!gameObject.activeSelf)
            {
                return;
            }

            if (Coins.Amount < goldRequirement)
            {
                //TODO What to do?
                Debug.Log("Not Enough Money.");
            }
            else
            {
                var lockSlots = _shopPages[_pageItem.CurrentIndex].GetLockedSlots();
                var itemSlot  = _shopPages[_pageItem.CurrentIndex].GetRandomItemSlot();

                var roulettetin =
                    StartCoroutine(RandomSlotHighlight(lockSlots));

                if (!itemSlot)
                {
                    return;
                }

                RefreshSelectedSlot();

                PlayerPreview.UnlockedNewItem(() =>
                {
                    StopCoroutine(roulettetin);

                    foreach (var lockSlot in lockSlots)
                    {
                        lockSlot.Roulette(false);
                    }

                    itemSlot.Unlocked();
                    itemSlot.Selected(true);

                    PlayerUnlocks.Unlock(itemSlot.Data);
                    Coins.Take(goldRequirement);
                    goldRequirement += incrementalRequirement;
                    itemSlot.Data.action.Execute(PlayerPreview.Player);
                    controlButtons.SetRequiredGold(goldRequirement);

                    RefreshSelectedSlot();
                });
            }
        }