public void BuyGun(GameEnums.Gun guntype) { int cost = CustomizationHandler.ShopCosts.ItemsCost(guntype.ToString()); if (PlayerStaticRunTimeData.coins >= cost) { for (int i = 0; i < PlayerStaticRunTimeData.playerFirePointData.gunsConfigurations.Length; i++) { if (PlayerStaticRunTimeData.playerFirePointData.gunsConfigurations[i].locationPath.ToString() == gunPoint.locationPath) { PlayerStaticRunTimeData.playerFirePointData.gunsConfigurations[i].gunType = gunTypeToBuy; PlayerStaticRunTimeData.playerFirePointData.gunsConfigurations[i].gunDataType = GameEnums.GunDataType.LrLd; PlayerStaticRunTimeData.customizationFirePointData.gunsConfigurations[i].gunType = gunTypeToBuy; PlayerStaticRunTimeData.customizationFirePointData.gunsConfigurations[i].gunDataType = GameEnums.GunDataType.LrLd; currentGunDataType = GameEnums.GunDataType.LrLd; } } PlayerStaticRunTimeData.coins -= cost; PlayerDataDebug.RefreshStatistics(); PersistentPlayerDataHandler.SaveData(PlayerStaticRunTimeData.playerTruckData, PlayerStaticRunTimeData.playerFirePointData, new PlayerSessionData(0, 0)); buyButton.gameObject.GetComponentInChildren <Text>().text = ""; changeGunButton.onClick.RemoveAllListeners(); buyButton.onClick.RemoveAllListeners(); damageStat.GetComponentInChildren <Button>().onClick.RemoveAllListeners(); rateOfFireStat.GetComponentInChildren <Button>().onClick.RemoveAllListeners(); SelectGun(); } }
public static void LoadData() { SerializablePlayerData data = PersistentPlayerDataHandler.LoadData(); if (data != null) { playerTruckData.truckType = (GameEnums.Truck)data.truckType; playerTruckData.firePointType = (GameEnums.FirePointType)data.firePointType; for (int i = 0; i < playerFirePointData.gunsConfigurations.Length; i++) { var config = playerFirePointData.gunsConfigurations[i]; config.gunType = (GameEnums.Gun)data.gunTypes[i]; config.locationPath = (GameEnums.GunLocation)data.locationPaths[i]; config.trackingGroup = (GameEnums.TrackingGroup)data.trackingGroups[i]; config.gunDataType = (GameEnums.GunDataType)data.gunDataTypes[i]; } maxTraveledDistancePerSession = data.maxTraveledDistancePerSession; traveledDistance = data.traveledDistance; maxDefeatedEnemiesPerSession = data.maxDefeatedEnemiesPerSession; defeatedEnemies = data.defeatedEnemies; coins = data.coins; experience = data.experience; } }
private void Awake() { PlayerStaticRunTimeData.playerTruckData = playerTruckData; PlayerStaticRunTimeData.playerFirePointData = playerFirePointData; PlayerStaticRunTimeData.customizationFirePointData = customizationFirePointData; PlayerStaticRunTimeData.customizationTruckData = customizationTruckData; if (PersistentPlayerDataHandler.LoadData() == null) { PlayerStaticRunTimeData.coins += 20000; PersistentPlayerDataHandler.SaveData(PlayerStaticRunTimeData.playerTruckData, PlayerStaticRunTimeData.playerFirePointData, new PlayerSessionData(0, 0)); } else { PlayerStaticRunTimeData.LoadData(); } UnityEngine.SceneManagement.SceneManager.LoadScene("Customization"); }
public void UpgradeGunData(GameEnums.GunDataType gunDataTypeToBuy, int cost) { if (PlayerStaticRunTimeData.coins >= cost) { for (int i = 0; i < PlayerStaticRunTimeData.playerFirePointData.gunsConfigurations.Length; i++) { if (PlayerStaticRunTimeData.playerFirePointData.gunsConfigurations[i].locationPath.ToString() == gunPoint.locationPath) { PlayerStaticRunTimeData.playerFirePointData.gunsConfigurations[i].gunDataType = gunDataTypeToBuy; PlayerStaticRunTimeData.customizationFirePointData.gunsConfigurations[i].gunDataType = gunDataTypeToBuy; } } PlayerStaticRunTimeData.coins -= cost; currentGunDataType = gunDataTypeToBuy; PersistentPlayerDataHandler.SaveData(PlayerStaticRunTimeData.playerTruckData, PlayerStaticRunTimeData.playerFirePointData, new PlayerSessionData(0, 0)); } PlayerDataDebug.RefreshStatistics(); UpdateGunStats(); }
private void StartLevelLoadCheck() { PersistentPlayerDataHandler.SaveData(PlayerStaticRunTimeData.playerTruckData, PlayerStaticRunTimeData.playerFirePointData, new PlayerSessionData(0, 0)); asyncLoad.allowSceneActivation = true; }