} //end of Start void OnClick() { if (costumeOwned == false) //buy button tapped { if (hInGameScriptCS.getCurrencyCount() >= costumeCost) //check if user has enough currency { //deduct the cost of costume hInGameScriptCS.alterCurrencyCount(-costumeCost); //change the texture of the character characterMaterial.SetTexture("_MainTex", characterCostume); //turn off buy and show equip button uilBuyEquipButton.text = "EQUIP"; //change the costumeOwned costumeOwned = true; //take the user to the main menu hNGUIMenuScript.ShowMenu(NGUIMenuScript.NGUIMenus.MainMenu); hNGUIMenuScript.CloseMenu(NGUIMenuScript.NGUIMenus.ShopCostumes); } //end of if cost == cash } else if (costumeOwned == true) //equip button tapped { //change the texture of the character characterMaterial.SetTexture("_MainTex", characterCostume); //take the user to the main menu hNGUIMenuScript.ShowMenu(NGUIMenuScript.NGUIMenus.MainMenu); hNGUIMenuScript.CloseMenu(NGUIMenuScript.NGUIMenus.ShopCostumes); } } //end of On Click function
} //end of listener clicks function /* * FUNCTION: Perform function according to the clicked button. * CALLED BY: listenerClicks() */ private void handlerCostumeItem(Transform buttonTransform) { if (buttonTransform == tBuyButton) //buy button tapped { if (hInGameScriptCS.getCurrencyCount() >= costumeCost) //check if user has enough currency { //deduct the cost of costume hInGameScriptCS.alterCurrencyCount(-costumeCost); //change the texture of the character characterMaterial.SetTexture("_MainTex", characterCostume); //turn off buy and show the equip button tBuyButton.gameObject.SetActive(false); tEquipButton.gameObject.SetActive(true); //change the costumeOwned costumeOwned = true; //take the user to the main menu hShopScriptCS.displayEquippedCostume(); } //end of if cost == cash } else if (buttonTransform == tEquipButton) //equip button tapped { //change the texture of the character characterMaterial.SetTexture("_MainTex", characterCostume); //take the user to the main menu hShopScriptCS.displayEquippedCostume(); } }
void OnClick() { //give user the bought amount of in-game currency units hInGameScriptCS.alterCurrencyCount(itemReward); //award the purcahsed units //update the currency on the header bar hNGUIMenuScript.updateCurrencyOnHeader(hNGUIMenuScript.getCurrentMenu()); }
} //end of listener clicks function /* * FUNCTION: Perform function according to the clicked button. * CALLED BY: listenerClicks() */ private void handlerIAPItem(Transform buttonTransform) { if (buttonTransform == tBuyButton) //if buy button pressed { //give user the bought amount of in-game currency units hInGameScriptCS.alterCurrencyCount(itemReward); //award the purcahsed units hShopScriptCS.updateCurrencyOnHeader(); //update the currency on the header bar } //end of if }
void OnClick() { //give the utility to user and deduct the item cost if (hInGameScriptCS.getCurrencyCount() >= itemCost) //check if user has enough currency { hInGameScriptCS.alterCurrencyCount(-itemCost); //deduct the cost of utility //update the currency on the header bar hNGUIMenuScript.updateCurrencyOnHeader(hNGUIMenuScript.getCurrentMenu()); } } //end of On Click function
} //end of listener clicks function /* * FUNCTION: Perform function according to the clicked button. * CALLED BY: listenerClicks() */ private void handlerUtilityItem(Transform buttonTransform) { if (buttonTransform == tBuyButton) { //give the utility to user and deduct the item cost if (hInGameScriptCS.getCurrencyCount() >= itemCost) //check if user has enough currency { hInGameScriptCS.alterCurrencyCount(-itemCost); //deduct the cost of utility hShopScriptCS.updateCurrencyOnHeader(); //update the currency on the header bar } } //end of if }
void OnClick() { //increase the powerup level if (currentPowerupLevel < powerupUpgradeLevelMAX && //check if the max level has not been achieved hInGameScriptCS.getCurrencyCount() >= upgradeCost) //check if user has enough currency { currentPowerupLevel++; //increase the power-up level hInGameScriptCS.alterCurrencyCount(-upgradeCost); //deduct the cost of power-up upgrade hNGUIMenuScript.updateCurrencyOnHeader(hNGUIMenuScript.getCurrentMenu()); //update the currency on the header bar //tell the power-up script to increase the duration of the power-up hPowerupsMainControllerCS.upgradePowerup(powerup); //Update the text on the power-up item in shop uilLevelText.text = "Level " + currentPowerupLevel; } } //end of On Click
} //end of listener clicks function /* * FUNCTION: Perform function according to the clicked button. * CALLED BY: listenerClicks() */ private void handlerPowerupItem(Transform buttonTransform) { if (buttonTransform == tBuyButton) { //increase the powerup level if (currentPowerupLevel < powerupUpgradeLevelMAX && //check if the max level has not been achieved hInGameScriptCS.getCurrencyCount() >= upgradeCost) //check if user has enough currency { currentPowerupLevel++; //increase the power-up level hInGameScriptCS.alterCurrencyCount(-upgradeCost); //deduct the cost of power-up upgrade hShopScriptCS.updateCurrencyOnHeader(); //update the currency on the header bar //tell the power-up script to increase the duration of the power-up hPowerupsMainControllerCS.upgradePowerup(powerup); //Update the text on the power-up item in shop (this.transform.Find("Text_ItemLevel").GetComponent("TextMesh") as TextMesh).text = "Level " + currentPowerupLevel; } } //end of if }