public void consumePow1() { if (pow1.amount > 0) { pow1.amount--; cloneSpeel1--; questSpell.number++; questControllerUI.SaveQuest(); powerUI.SaveData(); } }
void gameOver() { if (trueDeath && secondChange == false) { battleUI.GameOver(); loser = true; QuestController.SaveQuest(); //StartCoroutine(DelayGameOver()); } if (trueDeath && secondChange) { battleUI.GameOver2(); loser = true; QuestController.SaveQuest(); //StartCoroutine(DelayGameOver()); } }
public void TurnWheel() { // Player has enough money to turn the wheel if (CurrentCoinsAmount >= TurnCost) { if (quest.number < 5) { quest.number++; questUI.SaveQuest(); } _currentLerpRotationTime = 0f; // Fill the necessary angles (for example if you want to have 12 sectors you need to fill the angles with 30 degrees step) _sectorsAngles = new float[] { 45, 90, 135, 180, 225, 270, 315, 360 }; if (nameGachapon != null) { audioManager.PlaySound(nameGachapon); } CoinsClone = 0; powerClone.Clear(); imgRewards2.gameObject.SetActive(false); imgRewards3.gameObject.SetActive(false); ACReward.SetActive(false); calulateLoot(); Debug.Log(TestAngle); int fullCircles = 5; //float randomFinalAngle = _sectorsAngles[UnityEngine.Random.Range(0, _sectorsAngles.Length)]; //Debug.Log(randomFinalAngle); float randomFinalAngle = TestAngle; Debug.Log(randomFinalAngle); // Here we set up how many circles our wheel should rotate before stop _finalAngle = -(fullCircles * 360 + randomFinalAngle); _isStarted = true; PreviousCoinsAmount = CurrentCoinsAmount; // Decrease money for the turn CurrentCoinsAmount -= TurnCost; // Show wasted coins if (CoinsDeltaText) { CoinsDeltaText.text = "-" + TurnCost; CoinsDeltaText.gameObject.SetActive(true); } // Animate coins StartCoroutine(HideCoinsDelta()); StartCoroutine(UpdateCoinsAmount()); Activel.gameObject.SetActive(false); } }
public void ClaimQuest() { if (quest.number >= quest.numberMax) { QuestUI.coins.Add(quest.present); quest.checkReceived = true; process.SetActive(false); Claim.SetActive(false); QuestUI.SaveQuest(); } }