public void UnlockWeapon() { if (WULogin.Cash(1) < weapon.Weapon.UnlockCost || Data.Unlocked.Bool(weapon.Weapon.WeaponName)) { return; } WUMoney.SpendCurrency(weapon.Weapon.UnlockCost, "dust", $"unlock,{(int)weapon_type}"); }
public void UpgradeMaxAmmo() { int upgrade_cost = weapon.UpgradeAmmoCost; if (upgrade_cost <= 0) { return; } string meta = $"upgrade,ammo,{weapon.LevelAmmo + 1},{(int)weapon_type}"; WUMoney.SpendCurrency(upgrade_cost, "dust", meta); }
public void UpgradeRange() { int upgrade_cost = weapon.UpgradeRangeCost; if (upgrade_cost <= 0) { return; } string meta = $"upgrade,range,{weapon.LevelRange + 1},{(int)weapon_type}"; WUMoney.SpendCurrency(upgrade_cost, "dust", meta); }
public void BuyAmmo(bool max) { int upgrade_cost = weapon.Weapon.AmmoCost[weapon.LevelAmmo] * (max ? buyable : 1); if (upgrade_cost <= 0) { return; } string meta = $"ammo,{(max ? buyable : 1)},{(int)weapon_type}"; WUMoney.SpendCurrency(upgrade_cost, "dust", meta); }
void WelcomeFirstTimePlayer() { WUMoney.AwardCurrency(100, WULogin.CurrencyNames [1]); Stock = new CMLData(); AmmoLevels = new CMLData(); DamageLevels = new CMLData(); RangeLevels = new CMLData(); Settings = new CMLData(); Unlocked = new CMLData(); Settings.Seti("bgm", 1); Settings.Seti("sfx", 1); Stock.Seti(Ammo[0].Weapon.WeaponName, Ammo [0].MaxAmmo); SavePlayerData(); }
void Die() { anim.SetTrigger("Die"); // Set the audiosource to play the death clip and play it (this will stop the hurt sound from playing). playerAudio.clip = deathClip; playerAudio.Play(); // Turn off the movement and shooting scripts. playerMovement.enabled = false; playerShooting.enabled = false; //give the player cash to buy upgrades/stock with int points = Data.score / 10; if (points > 0) { WUMoney.AwardCurrency(points, "dust"); } }
void OnWUMErrorReceived(MBSEvent response) { print(response.details[0].String("Message")); WUMoney.GetCurrencyBalance("dust"); }