void InstantiateNonPurchasableDollCard(DollData.DollInfo doll) { NonPurchasableDollCard nonPurchasableDollCard = Instantiate(nonPurchasableDollPrefab, container); string productID = doll.productID; string nameKey = doll.nameKey; Sprite image = doll.previewImage; nonPurchasableDollCard.Init(doll.dollType, nameKey, productID, image); nonPurchasableDollCard.Setup(); nonPurchasableDollCards.Add(nonPurchasableDollCard); }
void InstantiateDollCard(DollData.DollInfo doll) { CharacterCard newButton = Instantiate(dollButtonPrefab, container); string productID = doll.productID; string nameKey = doll.nameKey; Sprite image = doll.previewImage; newButton.Init(doll.dollType, nameKey, productID, image); newButton.Setup(); normalDollCards.Add(newButton); }
// If coin doubler is not unlocked, add it first so it's at the top of the icon list // Else add it to the list of already unlocked dolls to get sorted to the bottom of the icon list void SortCoinDoubler(List <DollData.DollInfo> unlockedDolls) { DollData.DollInfo coinDoubler = dollData.GetDollOfType(DollData.Doll.CoinDoubler); if (!SaveData.Instance.GetIsUnlocked(coinDoubler.productID)) { InstantiateDollCard(coinDoubler); } else { unlockedDolls.Add(coinDoubler); } }
// Instantiate locked dolls at the top of the icon list void SortDollsByLockedStatus(int buttonCount, List <DollData.DollInfo> unlockedDolls) { // Sort through dolls to instantiate locked ones for (int i = 0; i < buttonCount; i++) { DollData.DollInfo doll = dollData.dollData[i]; // Skip over non purchasable, coin doubler and secret dolls - we add them later if (doll.dollType != DollData.Doll.CoinDoubler && doll.isSecret == false && !doll.isNonPurchasable) { // If doll is already unlocked, add it to the unlocked list to be instantited later // Else instantiate the locked doll if (SaveData.Instance.GetIsUnlocked(doll.productID)) { unlockedDolls.Add(doll); } else { InstantiateDollCard(doll); } } } }