private void UpdateTexts() { if (data != null) //if data is null, first texts already set (money should be 0 and cant buy anyway) { healText.text = $"increases heal from {50+10*data.powerupLevels[0]} to {10+ 50 + 10 * data.powerupLevels[0]}"; // heal: 50+10*lvl shieldText.text = $"increases shield duration from {6+data.powerupLevels[1]} seconds to {1+ 6 + data.powerupLevels[1]} seconds"; // shield duration: 6+lvl atkBoostText.text = $"increases attack boost from {5 + 5 * data.powerupLevels[2]} to {5 + 5 + 5 * data.powerupLevels[2]}"; // attack boost: 5+5*lvl healTextBtn.text = 100 + 50 * data.powerupLevels[0] + "$"; // the cost is 100+50*lvl shieldTextBtn.text = 100 + 50 * data.powerupLevels[1] + "$"; // the cost is 100+50*lvl atkBoostTextBtn.text = 100 + 50 * data.powerupLevels[2] + "$"; // the cost is 100+50*lvl shopScript.UpdateMoneyText(Player.money); } }
private void UpdateTexts() { if (data != null) //if data is null, first texts already set (money should be 0 and cant buy anyway) { healthText.text = data.health + "/" + data.health; playerInfo.text = "health: " + data.health + "\n" + "attack: " + data.attack + "\n" + "missile damage: " + data.MissileDamage; missileCount.text = "x " + data.startMissiles; healthTextBtn.text = 100 + 50 * ((data.health - 100) / 20) + "$"; // calc current hp level and the cost is 100+50*lvl attackTextBtn.text = 100 + 50 * ((data.attack - 10) / 5) + "$"; // calc current attack level and the cost is 100+50*lvl missileDmgTextBtn.text = 100 + 50 * ((data.MissileDamage - 20) / 10) + "$"; // calc current missile damage level and the cost is 100+50*lvl missileCountTextBtn.text = 100 + 50 * (data.startMissiles) + "$"; // cost is 100+50*lvl shopScript.UpdateMoneyText(Player.money); } }