using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class ShopScript : MonoBehaviour { public GameObject CoinMenu; public GameObject GemsMenu; public GameObject BuildMenu; public string shopButtonName; public void OnClickBuyCoins(int packNumber){ int coinGain =0; int gemCost = 0; switch(packNumber){ case 0: coinGain=1000; gemCost =10; break; case 1: coinGain=6300; gemCost =60; break; case 2: coinGain=27600; gemCost =120; break; case 3: coinGain=57600; gemCost =250; break; } if(gemCost > DBmanager.Gems){ Debug.Log("Not enough gems!"); return; } DBmanager.SetCoins(DBmanager.Coins + coinGain); DBmanager.SetGems(DBmanager.Gems - gemCost); } public void CheatGems(){ DBmanager.SetGems(DBmanager.Gems + 1000); } public void openShop() { shopButtonName = EventSystem.current.currentSelectedGameObject.name; checkButton(); } public void openBuildingShop() { BuildMenu.SetActive(true); } public void closeBuildingShop() { BuildMenu.SetActive(false); } public void checkButton() { switch (shopButtonName) { 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() { CoinMenu.SetActive(false); GemsMenu.SetActive(false); } }