// Recreate game with all hats based on game phase. // Each case's code is what happens before changing to next phase public void ChangeGameHat() { switch (gamePhase) { // Tutorial case 0: shopIconButton.SetActive(true); shopSign.SetActive(true); gamePhase++; break; // Black hat case 1: animator.runtimeAnimatorController = animHat; playerSprite.sprite = standHat; groundSprite.sprite = groundHat; shopMenuTexture.texture = shopMenuHat; errorMenuTexture.texture = errorMenuHat; yayTexture.texture = yayMenu; priceImage.sprite = price2; shopIconTexture.texture = shopHat; gameManager.HatCost = invisHatCost; gamePhase++; break; // Invis hat case 2: animator.runtimeAnimatorController = player; playerSprite.sprite = stand; groundSprite.sprite = ground; shopMenuTexture.texture = shopMenu1; errorMenuTexture.texture = error1; yayTexture.texture = yayHat; priceImage.sprite = price3; shopIconTexture.texture = shop; gameManager.HatCost = blackHat2Cost; gamePhase++; break; // Black hat case 3: yayTexture.texture = error2; priceImage.sprite = price4; animator.runtimeAnimatorController = player1; gameManager.SetJumpReward(jumpReward2); gameManager.SetFallReward(fallReward2); spawnManager.ChangeJumpIcon(); spawnManager.ChangeFallIcon(); closeShopButton.SetActive(false); gamePhase++; break; // Troll mode case 4: yayTexture.texture = error1; gamePhase++; break; // Player reaches 5kgold troll mode case 5: errorMenuTexture.texture = errorD; tutorialMenu.texture = wowNewShop; animator.runtimeAnimatorController = player; errorMenuObject.SetActive(true); shopMenuObject.SetActive(false); gameManager.MenuOpen = true; shopMenuTexture.texture = negShopMenu1; closeShopButton.SetActive(true); priceImage.sprite = price5; gameManager.HatCost = happinessCost; gamePhase++; break; // Negative mode case 6: groundSprite.sprite = groundHappy; yayTexture.texture = yayHappy; shopMenuTexture.texture = negShopMenu2; gameManager.HatCost = mysteryDogCost; priceImage.sprite = price6; gamePhase++; break; // Happiness case 7: shopMenuTexture.texture = negShopMenu3; priceImage.sprite = price7; gameManager.HatCost = snowmanCost; StartCoroutine(MMMode(mmWaitTime)); gamePhase++; break; // Scam case 8: snowman.SetActive(true); shopMenuTexture.texture = negShopMenu4; errorMenuTexture.texture = errorRich; priceImage.sprite = price8; yayTexture.texture = yaySnow; gameManager.HatCost = moonCost; gamePhase++; break; // Snowman case 9: moon.SetActive(true); spawnManager.SpawnJumpStonk(); yayTexture.texture = yayMoon; shopMenuTexture.texture = shopMenuEnd; priceObject.SetActive(false); buyButtonObject.SetActive(false); gamePhase++; break; // Moon case 10: snowmanSprite.sprite = snowmanHat1; moonSprite.sprite = moon1; groundSprite.sprite = groundHappy1; gameManager.SetJumpReward(jumpReward3); gameManager.SetFallReward(fallReward3); spawnManager.ChangeJumpIcon(); spawnManager.ChangeFallIcon(); errorMenuTexture.texture = errorMoon; errorMenuObject.SetActive(true); gameManager.MenuOpen = true; shopMenuObject.SetActive(false); gamePhase++; break; case 11: gamePhase++; break; // ENDING! default: break; } }