building shop UI and grouped objects

This commit is contained in:
Lorenzo
2022-04-13 17:59:58 +02:00
parent c6a8c5c7f3
commit 20fa8f1218
6 changed files with 14613 additions and 5988 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -31,8 +31,15 @@ public class Building : MonoBehaviour
public async Task Upgrade(){
if(curLevel >= buildingData.levels.Count-1){Debug.Log("Already max");return;}
int cost = buildingData.levels[curLevel+1].price;
Debug.Log("Upgrading " + buildingData.buildingName + " for " + cost + " coins");
// Debug.Log("Upgrading " + buildingData.buildingName + " for " + cost + " coins");
switch (curLevel)
{
case 0: Debug.Log("1 Star"); break;
case 1: Debug.Log("2 Stars"); break;
}
await (DBmanager.SetCoins(DBmanager.Coins-cost));
Mathf.Clamp(curLevel++,0, buildingData.levels.Count-1);
}

View File

@@ -52,7 +52,7 @@ public class SelectedItemMenu : MonoBehaviour
void OnUpgradeMenuClicked()
{
Debug.Log("Opening Upgrade Menu for : " + Selector.selectedBuilding.buildingData.name);
// Debug.Log("Opening Upgrade Menu for : " + Selector.selectedBuilding.buildingData.name);
upgradeMenu.SetActive(true);
@@ -60,7 +60,7 @@ public class SelectedItemMenu : MonoBehaviour
{
upgradeBtn.interactable = (Selector.selectedData.levels[Selector.selectedBuilding.curLevel + 1].price < DBmanager.Coins);
upgradeBtn.GetComponentInChildren<TMP_Text>().text = Selector.selectedData.levels[Selector.selectedBuilding.curLevel + 1].price.ToString();
}
else
{

View File

@@ -5,8 +5,9 @@ using UnityEngine.EventSystems;
public class ShopScript : MonoBehaviour
{
public GameObject shopUI;
public GameObject CoinMenu;
public GameObject GemsMenu;
public GameObject BuildMenu;
public string shopButtonName;
@@ -51,18 +52,31 @@ public class ShopScript : MonoBehaviour
checkButton();
}
public void openBuildingShop()
{
BuildMenu.SetActive(true);
}
public void closeBuildingShop()
{
BuildMenu.SetActive(false);
}
public void checkButton()
{
switch (shopButtonName)
{
case "Button_Shop": shopUI.SetActive(true); break;
case "Coin": shopUI.SetActive(true); GemsMenu.SetActive(false); break;
case "Gem": GemsMenu.SetActive(true); shopUI.SetActive(false); break;
case "Button_Shop": CoinMenu.SetActive(true); break;
case "Coin": CoinMenu.SetActive(true); GemsMenu.SetActive(false); break;
case "Gem": GemsMenu.SetActive(true); CoinMenu.SetActive(false); break;
}
}
public void closeShop()
{
shopUI.SetActive(false);
CoinMenu.SetActive(false);
GemsMenu.SetActive(false);
}
}