public void BuyItem() { Player player = GameSingleton.Instance.GetPlayer(); Player.Gamemode playerGamemode = player.gamemode; int gold = player.gamemode == Player.Gamemode.LEVEL ? player.gold : player.arcadeGold; if (gold >= item.price) { if (playerGamemode == Player.Gamemode.LEVEL) { player.gold -= item.price; } else { player.arcadeGold -= item.price; } ItemSlot boughtSlot = inventoryPrefab; boughtSlot.item = item; boughtSlot.icon.sprite = icon.sprite; boughtSlot.itemName.SetText(itemName.text); _inventory.AddItem(boughtSlot.item); GameSingleton.Instance.soundManager.Play("Buy"); _popup.Popup(Traducer.Translate("Bought ") + Traducer.Translate(item.name) + "!"); } else { _popup.Popup(Traducer.Translate("Not enough gold!"), Color.red); } }
public void CallBtn(int idBtn) { //GameSingleton.Instance.GetPlayer().Save(); switch (idBtn) { case 0: GameSingleton.Instance.sceneManager.LoadScene("Menu"); break; case 1: Player player = GameSingleton.Instance.GetPlayer(); Player.Gamemode playerGamemode = player.gamemode; if (playerGamemode == Player.Gamemode.LEVEL) { player.gold = player.goldStartLevel; player.storyModeInventory = player.inventoryBackup; } Shop.Instance.ClearShop(); GameSingleton.Instance.uiManager.inventoryUi.UpdateGold(); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); break; } gameObject.SetActive(false); }
public void OnUpgrade(int number) { Player player = GameSingleton.Instance.GetPlayer(); Player.Gamemode playerGamemode = player.gamemode; int gold = player.gamemode == Player.Gamemode.LEVEL ? player.gold : player.arcadeGold; if (gold >= _currentCost) { if (playerGamemode == Player.Gamemode.LEVEL) { player.gold -= _currentCost; } else { player.arcadeGold -= _currentCost; } StoreUnit upgradedUnit = (number == 1) ? _unit.upgrades[0] : _unit.upgrades[1]; Popups.instance.Popup(Traducer.Translate("Upgraded ") + Traducer.Translate(_unit.name) + Traducer.Translate(" to ") + Traducer.Translate( upgradedUnit.name)); _inventory.RemoveUnit(_unit); _inventory.AddItem(upgradedUnit); ToggleUpgradePannel(); GameSingleton.Instance.uiManager.descriptionBox.SetActive(false); } else { Popups.instance.Popup(Traducer.Translate("Not enough gold!"), Color.red); GameSingleton.Instance.uiManager.descriptionBox.SetActive(false); ToggleUpgradePannel(); } }
public override void Kill() { Player player = GameSingleton.Instance.GetPlayer(); Player.Gamemode playerGamemode = player.gamemode; if (playerGamemode == Player.Gamemode.LEVEL) { player.gold += 100; } else { player.arcadeGold += 100; } base.Kill(); }