示例#1
0
    public override void Exit(AState to)
    {
        missionPopup.gameObject.SetActive(false);
        inventoryCanvas.gameObject.SetActive(false);

        if (m_Character != null)
        {
            Destroy(m_Character);
        }

        GameState gamestate = to as GameState;

        skyMeshFilter.gameObject.SetActive(false);
        UIGroundFilter.gameObject.SetActive(false);

        if (gamestate != null)
        {
            gamestate.currentModifier = m_CurrentModifier;

            //重置人物选择的装饰为初始状态,为了下一次的游戏开始。
            m_CurrentModifier = new Modifier();
            //给游戏状态加载道具
            if (m_PowerupToUse != Consumable.ConsumableType.NONE)
            {
                PlayerData.instance.Consume(m_PowerupToUse);
                Consumable inventory = Instantiate(ConsumableDatabase.GetConsumable(m_PowerupToUse));
                inventory.gameObject.SetActive(false);
                gamestate.trackManager.characterController.inventory = inventory;
            }
        }
    }
示例#2
0
    /// <summary>
    /// 从数据库查询并加载道具信息
    /// </summary>
    void PopulatePowerup()
    {
        powerupIcon.gameObject.SetActive(true);

        if (PlayerData.instance.consumables.Count > 0)
        {
            Consumable csm = ConsumableDatabase.GetConsumable(m_PowerupToUse);

            powerupSelect.gameObject.SetActive(true);

            if (csm != null)
            {
                powerupIcon.sprite = csm.icon;
                powerupCount.text  = PlayerData.instance.consumables[m_PowerupToUse].ToString();
            }
            else
            {
                powerupIcon.sprite = noItemIcon;
                powerupCount.text  = "";
            }
        }
        else
        {
            powerupSelect.gameObject.SetActive(false);
        }
    }
示例#3
0
    static public void AddConsumables()
    {
        for (int i = 0; i < ShopItemList.s_ConsumablesTypes.Length; ++i)
        {
            Consumable c = ConsumableDatabase.GetConsumable(ShopItemList.s_ConsumablesTypes[i]);
            if (c != null)
            {
                PlayerData.instance.consumables[c.GetConsumableType()] = 10;
            }
        }

        PlayerData.instance.Save();
    }
示例#4
0
    //填充显示的内容,道具
    public override void Populate()
    {
        m_RefreshCallback = null;
        foreach (Transform t in listRoot)
        {
            Destroy(t.gameObject);
        }

        for (int i = 0; i < s_ConsumablesTypes.Length; ++i)
        {
            Consumable c = ConsumableDatabase.GetConsumable(s_ConsumablesTypes[i]);
            if (c != null)
            {
                GameObject newEntry = Instantiate(prefabItem);
                newEntry.transform.SetParent(listRoot, false);

                ShopItemListItem item = newEntry.GetComponent <ShopItemListItem>();

                item.buyButton.image.sprite = item.buyButtonSprite;

                item.nameText.text  = c.GetConsumableName();
                item.pricetext.text = c.GetPrice().ToString();

                if (c.GetPremiumCost() > 0)
                {
                    item.diamondText.transform.parent.gameObject.SetActive(true);
                    item.diamondText.text = c.GetPremiumCost().ToString();
                }
                else
                {
                    item.diamondText.transform.parent.gameObject.SetActive(false);
                }

                item.icon.sprite = c.icon;

                item.countText.gameObject.SetActive(true);

                item.buyButton.onClick.AddListener(delegate() { Buy(c); });
                m_RefreshCallback += delegate() { RefreshButton(item, c); };
                RefreshButton(item, c);
            }
        }
    }