SkinShop done and building menus integrated
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Assets/Game/Prefabs/Skins/SkinShopItem.prefab
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1281
Assets/Game/Prefabs/Skins/SkinShopItem.prefab
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Assets/Game/Prefabs/Skins/SkinShopItem.prefab.meta
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Assets/Game/Prefabs/Skins/SkinShopItem.prefab.meta
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fileFormatVersion: 2
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externalObjects: {}
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Assets/Game/Scenes/TestScene/Skin select_buy.prefab
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3821
Assets/Game/Scenes/TestScene/Skin select_buy.prefab
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Assets/Game/Scenes/TestScene/Skin select_buy.prefab.meta
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Assets/Game/Scenes/TestScene/Skin select_buy.prefab.meta
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Assets/Game/Scenes/TestScene/Structure Update menu.prefab
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Assets/Game/Scenes/TestScene/Structure Update menu.prefab
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fileFormatVersion: 2
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@ -53,7 +53,7 @@ public class Building : MonoBehaviour
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public void Upgrade(){
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if(curLevel >= buildingData.levels.Count-1){Debug.Log("Already max");return;}
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int cost = buildingData.levels[curLevel+1].price;
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// Debug.Log("Upgrading " + buildingData.buildingName + " for " + cost + " coins");
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Debug.Log("Upgrading " + buildingData.buildingName + " for " + cost + " coins");
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switch (curLevel)
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{
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@ -28,12 +28,13 @@ public static class CollectablesData{
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public class BuildingStat{
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public string name;
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public string value;
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public Sprite image;
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public BuildingStat(string _name, string _value){
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public BuildingStat(string _name, string _value, Sprite _image){
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name= _name;
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value = _value;
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image= _image;
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}
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}
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@ -18,8 +18,22 @@ public class BuildingManager : MonoBehaviour
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}
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public void UpdateBuildings(){
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Debug.Log("Im getting called");
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public async void UpdateBuildings(){
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foreach (Building building in buildings){
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if(!building.gameObject.activeSelf){
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continue;
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}
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bool buildingExists = false;
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foreach (BuildingState buildingState in DBmanager.buildingStates){
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if(buildingState.id == building.buildingData.buildingName){
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buildingExists =true;
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}
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}
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if(!buildingExists){
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await DBmanager.AddBuilding(building.buildingData);
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}
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}
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foreach (Building building in buildings){
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bool buildingExists = false;
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foreach (BuildingState buildingState in DBmanager.buildingStates){
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@ -21,7 +21,7 @@ public class CollectBtn : MonoBehaviour
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void Update()
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{
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collectableAmount=((DateTime.UtcNow - lastCollected).TotalSeconds * productionRate);
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collectableAmount=((DateTime.UtcNow - lastCollected).TotalSeconds * ((productionRate/60f)/60f));
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txt.text = ((int)collectableAmount).ToString();
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btn.interactable = collectableAmount > 1;
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@ -35,7 +35,7 @@ public class CollectBtn : MonoBehaviour
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}
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async void OnClick(){
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collectableAmount=((DateTime.Now - lastCollected).TotalSeconds * productionRate);
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collectableAmount=((DateTime.UtcNow - lastCollected).TotalSeconds * ((productionRate/60f)/60f));
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lastCollected = await DBmanager.GetNetworkTime();
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switch (resourceType){
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case CollectablesData.ResourceType.Metal:
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@ -5,49 +5,68 @@ using UnityEngine.UI;
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public class SkinShopItem : MonoBehaviour
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{
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public Image spaceshipImg;
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public Image backgroundImg;
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public Button buyBtn;
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public Button equipBtn;
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public GameObject equippedIndicator;
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public new string name;
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public int price;
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public TMPro.TMP_Text nameTxt;
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void Start(){
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buyBtn.onClick.AddListener(onBuy);
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equipBtn.onClick.AddListener(onEquip);
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}
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[Tooltip("In order of: normal, rare, legendary. 3 items required")]
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public GameObject[] banners;
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public Image frame;
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public GameObject notPurchasedIndicator;
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public SkinShopItemData skinData;
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public void Set(SkinShopItemData data){
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name = data.name;
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nameTxt.text = data.name;
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price = data.price;
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skinData = data;
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// newItem.backgroundImg.color = (skinsData.skins[i].skinType==SkinType.Base) ? basicColor : (skinsData.skins[i].skinType==SkinType.Rare ? rareColor : legendaryColor);
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spaceshipImg.sprite = data.image;
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buyBtn.GetComponentInChildren<TMPro.TMP_Text>().text = price.ToString();
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buyBtn.interactable = DBmanager.Metal >= price;
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buyBtn.gameObject.SetActive(!(DBmanager.SkinsPurchased.Contains(name) || price<=0));
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equipBtn.gameObject.SetActive(!buyBtn.gameObject.activeSelf);
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UpdateFrame();
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if(SkinShopManager.GetEquipedSkin() == name){
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equipBtn.gameObject.SetActive(false);
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equippedIndicator.SetActive(true);
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banners[0].SetActive(data.skinType== SkinType.Base);
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banners[1].SetActive(data.skinType== SkinType.Rare);
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banners[2].SetActive(data.skinType== SkinType.Legendary);
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}
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public void UpdateFrame(){
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if(SkinShopManager.GetEquipedSkin() == skinData.name){
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frame.enabled=true;
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frame.color = Color.cyan;
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}else{
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equippedIndicator.SetActive(false);
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frame.enabled=false;
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}
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if(!DBmanager.SkinsPurchased.Contains(skinData.name)){
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frame.color = Color.red;
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notPurchasedIndicator.SetActive(true);
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}else{
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notPurchasedIndicator.SetActive(false);
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}
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}
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void onEquip(){
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SkinShopManager.EquipSkin(name);
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SkinShopManager.instance.Populate();
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public void OnClick(){
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SkinShopManager.instance.SelectItem(skinData);
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}
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public void OnSelectionChanged(string selectedItem){
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if(selectedItem == skinData.name){
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frame.enabled=true;
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}else{
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frame.enabled = false;
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}
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if(SkinShopManager.GetEquipedSkin() == skinData.name){
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frame.enabled = true;
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}
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}
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void onBuy(){
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SkinShopItemData data = new SkinShopItemData(){name=name, price=price};
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DBmanager.PurchaseSkin(data);
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SkinShopManager.instance.Populate();
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}
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// void onEquip(){
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// SkinShopManager.EquipSkin(name);
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// SkinShopManager.instance.Populate();
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// }
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// void onBuy(){
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// SkinShopItemData data = new SkinShopItemData(){name=name, price=price};
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// DBmanager.PurchaseSkin(data);
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// SkinShopManager.instance.Populate();
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// }
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}
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@ -1,20 +1,21 @@
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using TMPro;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class SkinShopManager : MonoBehaviour
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{
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public static SkinShopManager instance;
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public SkinsData skinsData;
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public TMPro.TMP_Text metalsTxt;
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public GameObject listItemPrefab;
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public Transform listItemsParent;
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public Color basicColor = Color.grey;
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public Color rareColor = Color.blue;
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public Color legendaryColor = Color.red;
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public Button btn_Equip;
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public Button btn_Buy;
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public static SkinShopItemData selectedSkin;
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List<SkinShopItem> skinShopItems=new List<SkinShopItem>();
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void Awake() {
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instance = this;
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@ -22,27 +23,72 @@ public class SkinShopManager : MonoBehaviour
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void Start()
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{
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Populate();
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}
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// Update is called once per frame
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void Update()
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{
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btn_Equip.onClick.AddListener(onEquip);
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btn_Buy.onClick.AddListener(onBuy);
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}
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public void Populate(){
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//Validate skins list
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if(DBmanager.SkinsPurchased.Count <=0){
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foreach(SkinShopItemData skin in skinsData.skins){
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if(skin.price==0){ //Defaults
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DBmanager.PurchaseSkin(skin);
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if(GetEquipedSkin().Length <=0){
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EquipSkin(skin.name);
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}
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}
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}
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}
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//PURGE
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for(int i=0;i < listItemsParent.childCount;i++){
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Destroy(listItemsParent.GetChild(i).gameObject);
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}
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skinShopItems = new List<SkinShopItem>();
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for(int i=0; i<skinsData.skins.Length;i++){
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SkinShopItem newItem = Instantiate(listItemPrefab, listItemsParent).GetComponent<SkinShopItem>();
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newItem.Set(skinsData.skins[i]);
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newItem.backgroundImg.color = (skinsData.skins[i].skinType==SkinType.Base) ? basicColor : (skinsData.skins[i].skinType==SkinType.Rare ? rareColor : legendaryColor);
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skinShopItems.Add(newItem);
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// newItem.backgroundImg.color = (skinsData.skins[i].skinType==SkinType.Base) ? basicColor : (skinsData.skins[i].skinType==SkinType.Rare ? rareColor : legendaryColor);
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}
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metalsTxt.text = DBmanager.Metal.ToString();
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SelectItem(selectedSkin);
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}
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public void SelectItem(SkinShopItemData data){
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selectedSkin = data;
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if(data==null){
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btn_Equip.gameObject.SetActive(false); btn_Buy.gameObject.SetActive(false);
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return;
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}
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if(DBmanager.SkinsPurchased.Contains(data.name)){ // <-- purchased
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btn_Equip.gameObject.SetActive(true);
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btn_Buy.gameObject.SetActive(false);
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btn_Equip.interactable = GetEquipedSkin() != data.name; // <-- disable equip button if already equipped
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}else{
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btn_Buy.gameObject.SetActive(true);
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btn_Equip.gameObject.SetActive(false);
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btn_Buy.interactable = DBmanager.Metal >= data.price;
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btn_Buy.GetComponentInChildren<TMP_Text>().text = data.price.ToString();
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}
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foreach(SkinShopItem item in skinShopItems){
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item.OnSelectionChanged(data.name);
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}
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}
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void onEquip(){
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EquipSkin(selectedSkin.name);
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Populate();
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}
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void onBuy(){
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DBmanager.PurchaseSkin(selectedSkin);
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SkinShopManager.instance.Populate();
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}
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public static void EquipSkin(string skin){
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@ -9,16 +9,20 @@ public class SelectedItemMenu : MonoBehaviour
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public Button upgradeMenuBtn;
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public Button infoBtn;
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public CollectBtn collectBtn;
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public Button joinHallBtn;
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public Button repairRocketsBtn;
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// public Button joinHallBtn;
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// public Button repairRocketsBtn;
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[Header("info menu")]
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public GameObject infoMenu;
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public GameObject[] tierIndicators;
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public TMP_Text buildingName;
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public TMP_Text descriptionTxt;
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[Header("upgrade menu")]
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public GameObject upgradeMenu;
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public Transform upgrade_statParent;
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public GameObject[] upgrade_tierIndicators;
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public TMP_Text upgrade_buildingName;
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public Button upgradeBtn;
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[Header("Special buildings")]
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@ -57,16 +61,16 @@ public class SelectedItemMenu : MonoBehaviour
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collectBtn.gameObject.SetActive(false);
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}
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joinHallBtn.gameObject.SetActive((Selector.selectedData == mainHall));
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repairRocketsBtn.gameObject.SetActive((Selector.selectedData == rocketRepair));
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// joinHallBtn.gameObject.SetActive((Selector.selectedData == mainHall));
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// repairRocketsBtn.gameObject.SetActive((Selector.selectedData == rocketRepair));
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}
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else
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{
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upgradeMenuBtn.gameObject.SetActive(false);
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infoBtn.gameObject.SetActive(false);
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collectBtn.gameObject.SetActive(false);
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joinHallBtn.gameObject.SetActive(false);
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repairRocketsBtn.gameObject.SetActive(false);
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// joinHallBtn.gameObject.SetActive(false);
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// repairRocketsBtn.gameObject.SetActive(false);
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}
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upgradeMenu.SetActive(false);
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@ -78,7 +82,10 @@ public class SelectedItemMenu : MonoBehaviour
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// Debug.Log("Opening Upgrade Menu for : " + Selector.selectedBuilding.buildingData.name);
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upgradeMenu.SetActive(true);
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upgrade_buildingName.text = Selector.selectedBuilding.buildingData.buildingName;
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for(int i=0; i < upgrade_tierIndicators.Length;i++){
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upgrade_tierIndicators[i].SetActive( Selector.selectedBuilding.curLevel == i);
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}
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if (Selector.selectedBuilding.curLevel < Selector.selectedData.levels.Count - 1)
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{
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upgradeBtn.interactable = (Selector.selectedData.levels[Selector.selectedBuilding.curLevel + 1].price < DBmanager.Coins);
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@ -102,10 +109,11 @@ public class SelectedItemMenu : MonoBehaviour
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{
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upgrade_statParent.GetChild(i).GetChild(0).GetComponent<TMP_Text>().text = stats[i].name;
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upgrade_statParent.GetChild(i).GetChild(1).GetComponent<TMP_Text>().text = stats[i].value;
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upgrade_statParent.GetChild(i).GetChild(2).GetComponent<Image>().sprite = stats[i].image;
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}
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}
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if (upgrade_statParent.childCount > stats.Count)
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if (upgrade_statParent.childCount < stats.Count)
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{
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Debug.LogError("Please add another slot for stats in upgrade menu.\nSlots not enough for " + Selector.selectedBuilding.buildingData.name + " , " + upgrade_statParent.childCount + " slots for " + stats.Count + " stats");
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}
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@ -123,6 +131,10 @@ public class SelectedItemMenu : MonoBehaviour
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Debug.Log("Opening Info Menu for : " + Selector.selectedBuilding.buildingData.name);
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infoMenu.SetActive(true);
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buildingName.text = Selector.selectedBuilding.buildingData.buildingName;
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for(int i=0; i < tierIndicators.Length;i++){
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tierIndicators[i].SetActive( Selector.selectedBuilding.curLevel == i);
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}
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descriptionTxt.text = Selector.selectedBuilding.buildingData.description;
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}
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@ -1,24 +1,20 @@
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buildingName: Generic Building
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levels:
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- level: 1
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stats: []
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price: 1000
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xpGain: 2000
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description: This is just a Generic Building
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collectable: 0
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resourceType: 0
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Binary file not shown.
Loading…
Reference in New Issue
Block a user