public void deletePurchases() { foreach (string s in purchases_to_delete_at_runtime) { m_purchase_manager.deletePurchase(s); } PurchaseUIManager.RefreshAllUI(); }
public static void RefreshAllUI() { if (s_ui_manager == null) { s_ui_manager = FindObjectOfType <PurchaseUIManager>(); } s_ui_manager.refreshScrollview(); }
//These methods alow runtime modification of the purchases. I am relying on localy stored text assets to do this, but the //strings holding JSon serialized PurchasableObjects could come from anywhere public void addRuntimePurchases() { foreach (TextAsset t in purchases_to_add_at_runtime) { PurchasableItem deserialized_purchase = JsonUtility.FromJson <PurchasableItem>(t.text); m_purchase_manager.addOrModifyPurchase(deserialized_purchase); } PurchaseUIManager.RefreshAllUI(); }
public void addModifyingPurchases() { foreach (TextAsset t in purchases_which_modify_existing) { PurchasableItem deserialized_purchase = JsonUtility.FromJson <PurchasableItem>(t.text); m_purchase_manager.addOrModifyPurchase(deserialized_purchase); } PurchaseUIManager.RefreshAllUI(); }
public void constructDisplay(PurchasableItem item_data, PurchaseUIManager ui_manager) { m_ui_manager = ui_manager; m_item_data = item_data; m_title_text.text = item_data.visible_name; m_description_text.text = item_data.description; setCostText(); }