public static IsVirtualGoodEquipped ( string goodItemId ) : bool | ||
goodItemId | string | Id of the virtual good who we want to know if is equipped. |
Результат | bool |
void SpawnCars() { Debug.Log("spawner car count " + cars.Count); try { Debug.Log("try " + "cars.Count" + cars.Count); for (int i = 0; i < cars.Count; i++) { Debug.Log("cars[i]" + cars[i]); Debug.Log("showCaseTransform" + showCaseTransform); //instantiate cars from assets into scene cars[i] = Instantiate(cars[i]); cars[i].transform.parent = platform.transform; cars[i].transform.position = showCaseTransform.position; cars[i].SetActive(false); } //put currently selected car on platform foreach (GameObject car in cars) { Debug.Log(car.GetComponentInChildren <Car>()); if ((car) && (car.GetComponentInChildren <Car>()) && (StoreInventory.IsVirtualGoodEquipped(car .GetComponentInChildren <Car>().virtualGood.ItemId))) { selectedCar = car; break; } } if (!selectedCar) // if there's no selected car { Debug.Log("no selected car"); //mark a bought car as selected foreach (GameObject car in cars) { // at the beginning there's at least one bought car if ((car) && (car.GetComponentInChildren <Car>()) && (car.GetComponentInChildren <Car>().virtualGood .GetBalance() > 0)) { selectedCar = car; StoreInventory.EquipVirtualGood(car .GetComponentInChildren <Car>().virtualGood.ItemId); break; } } } //sort by price cars = cars.OrderBy(o => o.GetComponentInChildren <Car>().carData .price).ToList <GameObject>(); areCarsSpawned = true; } catch (Exception e) { Debug.Log("i caught this err " + e); } }
void UpdateUI() { Debug.Log("currentShowCasedCar" + currentShowCasedCar); if (!(currentShowCasedCar.GetComponentInChildren <Car>()) || !(currentShowCasedCar.GetComponentInChildren <Car>()).carData) { return; } Car currentCar = currentShowCasedCar .GetComponentInChildren <Car>(); int currentShowCasedCarIndex = cars.FindIndex (x => x == currentShowCasedCar); if ((currentCar) && (currentCar.carData)) { carPriceText.text = currentCar.carData.price.ToString(); carNameText.text = currentCar.carData.name.ToString(); carSpeedText.text = currentCar.carData.speedRate.ToString(); } if (currentShowCasedCarIndex == 0) //if there's no previous car { rightArrowButton.SetActive(true); leftArrowButton.SetActive(false); } else if (currentShowCasedCarIndex == cars.Count - 1) //if there's no next car { leftArrowButton.SetActive(true); rightArrowButton.SetActive(false); } else // if there's a next car and a previous car { leftArrowButton.SetActive(true); rightArrowButton.SetActive(true); } //if current car wasn't bought if ((currentCar) && (currentCar.carData) && (currentCar.virtualGood.GetBalance() == 0)) { carStatus.text = unBoughtString; carPriceUI.SetActive(true); carPriceText.text = currentCar.carData.price .ToString(); buyCarButton.SetActive(true); selectCarButton.SetActive(false); } else if ((currentCar) && (currentCar.carData) && (currentCar.virtualGood.GetBalance() > 0)) //if current showcased car was bought { carStatus.text = boughtString; buyCarButton.SetActive(false); carPriceUI.SetActive(false); if (!StoreInventory.IsVirtualGoodEquipped( currentCar.virtualGood.ItemId)) { selectCarButton.SetActive(true); } else // if current show cased car is selected { selectCarButton.SetActive(false); } } //if either there is no car or it doesn't have a car data attached. else if (!(currentCar) || !(currentCar.carData)) { Debug.Log("couldn't update UI because either there's no car , " + "or it doesn't have a car data attached"); } }