public void OnComfirmedUnlock() { if (UnlockCheck()) { if (!techs[SelectedTechID].isUnlocked) { if ((techs[SelectedTechID].preReqTech == -1 || techs[techs[SelectedTechID].preReqTech].isUnlocked)) { RemoveReqItemsFromBag(); techs[SelectedTechID].isUnlocked = true; switch (SelectedTechID) { case 0: UnlockBagSlots(); OnSelectedButton(1); PlayerInterface.Instance.PrintMsg("You have unlocked a bigger bag!", Color.green); AudManager.Instance.PlaySFX(1); break; case 1: UnlockBagSlots(); OnSelectedButton(2); PlayerInterface.Instance.PrintMsg("You have unlocked a bigger bag!", Color.green); AudManager.Instance.PlaySFX(1); break; case 2: UnlockBagSlots(); OnSelectedButton(3); PlayerInterface.Instance.PrintMsg("You have unlocked a bigger bag!", Color.green); AudManager.Instance.PlaySFX(1); break; case 3: objSelector.buildObjectList = buildingContainerArr[0]; objSelector.RetargetList(buildingContainerArr[0]); OnSelectedButton(4); PlayerInterface.Instance.PrintMsg("You can now build miners(Q)!", Color.green); AudManager.Instance.PlaySFX(1); break; case 4: objSelector.buildObjectList = buildingContainerArr[1]; objSelector.RetargetList(buildingContainerArr[1]); OnSelectedButton(5); PlayerInterface.Instance.PrintMsg("You can now build constructors(Q)!", Color.green); AudManager.Instance.PlaySFX(1); break; case 5: objSelector.buildObjectList = buildingContainerArr[2]; objSelector.RetargetList(buildingContainerArr[2]); PlayerInterface.Instance.PrintMsg("You can now build conveyor belts(Q)!", Color.green); AudManager.Instance.PlaySFX(1); break; default: break; } } else { PlayerInterface.Instance.PrintMsg("You need to unlock the previous first!", Color.red); AudManager.Instance.PlaySFX(0); } } else { PlayerInterface.Instance.PrintMsg("You have already unlocked this!", Color.red); AudManager.Instance.PlaySFX(0); } } else { PlayerInterface.Instance.PrintMsg("You don't have enough material!", Color.red); AudManager.Instance.PlaySFX(0); } }