UPF/Assets/Game/Scripts/ChestOpener.cs
2023-02-24 22:14:55 +05:30

160 lines
5.3 KiB
C#
Executable File

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using System.Threading.Tasks;
using UnityEngine.UI;
public class ChestOpener : MonoBehaviour
{
public static ChestOpener instance;
public GameObject chestOpenPopup;
public ChestDataObject EpicChestData;
public bool active => chestOpenPopup.activeSelf;
public Animator chestAnimLucky;
public Animator chestAnimEpic;
public GameObject gemsDrop;
public GameObject goldDrop;
public GameObject skinDrop;
public ParticleSystem skinBgParticle;
public ParticleSystem confettiFX;
public SkinsData skins;
public GameObject okButton;
void Awake(){
instance = this;
okButton.GetComponent<Button>().onClick.AddListener(OnOkButton);
}
void OnOkButton(){
chestOpenPopup.SetActive(false);
chestAnimLucky.gameObject.SetActive(false);
chestAnimEpic.gameObject.SetActive(false);
}
public async void OpenChest(ChestDataObject chestData){
chestOpenPopup.SetActive(true);
okButton.SetActive(false);
List<SkinShopItemData> baseSkins = new List<SkinShopItemData>();
List<SkinShopItemData> rareSkins = new List<SkinShopItemData>();
List<SkinShopItemData> legendarySkins = new List<SkinShopItemData>();
SkinShopItemData selectedSkin = null;
float gemLucky = Random.Range(0,100f);
float goldLucky = Random.Range(0,100f);
int gemsCount = (gemLucky < chestData.gemsChance) ? (int)(chestData.minGems + ((chestData.maxGems - chestData.minGems)*(gemLucky/100f) )) : 0;
int goldCount = (int)(chestData.minGold + ((chestData.maxGold - chestData.minGold)*(goldLucky/100f) ));
float skinsLucky = Random.Range(0,100f);
if(skinsLucky < chestData.commonChance){
//Skin is rewarded
foreach(SkinShopItemData skin in skins.skins){
if(DBmanager.GetSkinIdByName(skin.name) < 0){
switch(skin.skinType){
case SkinType.Base:
baseSkins.Add(skin);
break;
case SkinType.Rare:
rareSkins.Add(skin);
break;
case SkinType.Legendary:
legendarySkins.Add(skin);
break;
}
}
}
if(skinsLucky < chestData.legendaryChance && legendarySkins.Count > 0){
//Legend
if(legendarySkins.Count == 0){
goldCount += 50000;
}else{
selectedSkin = legendarySkins[Random.Range(0,legendarySkins.Count)];
}
}else if(skinsLucky < chestData.rareChance && rareSkins.Count > 0){
if(rareSkins.Count == 0){
goldCount += 5000;
}else{
selectedSkin = rareSkins[Random.Range(0,rareSkins.Count)];
}}else if(baseSkins.Count > 0){
if(baseSkins.Count == 0){
goldCount+= 500;
}else{
selectedSkin = baseSkins[Random.Range(0,baseSkins.Count)];
}
}
}
goldDrop.SetActive(goldCount > 0);
gemsDrop.SetActive(gemsCount > 0);
skinDrop.SetActive(selectedSkin!=null);
goldDrop.transform.GetComponentInChildren<TMP_Text>().text = goldCount.ToString();
gemsDrop.transform.GetComponentInChildren<TMP_Text>().text = gemsCount.ToString();
if(selectedSkin!=null){
skinDrop.transform.GetChild(1).GetComponent<Image>().sprite = selectedSkin.image;
Color bgColor = SkinShopManager.getRarityColor(selectedSkin);
skinBgParticle.startColor = new Color(bgColor.r,bgColor.g,bgColor.b, skinBgParticle.startColor.a);
}
if(chestData.name.ToLower().Contains("epic")){
chestAnimEpic.CrossFadeInFixedTime("openAnim",0.1f);
chestAnimEpic.gameObject.SetActive(true);
}else{
chestAnimLucky.CrossFadeInFixedTime("openAnim",0.1f);
chestAnimLucky.gameObject.SetActive(true);
}
//Chest opens here
confettiFX.Play();
StartCoroutine(PlaySFX(chestData == EpicChestData));
Debug.Log("Chest opening");
// while (chestAnim.GetCurrentAnimatorStateInfo(0).IsName("openAnim")){
// await Task.Delay(10);
// }
StartCoroutine(EnableOkayButton());
Debug.Log("Chest opened");
DBmanager.SetGems(DBmanager.Gems + gemsCount);
DBmanager.SetCoins(DBmanager.Coins + goldCount);
if(selectedSkin!=null){
DBmanager.AddSkin(selectedSkin);
}
okButton.SetActive(true);
}
IEnumerator PlaySFX(bool isEpic){
yield return new WaitForSeconds(1f);
if(isEpic){
AudioManager.instnace.EpicChestOpen();
}else{
AudioManager.instnace.ChestOpen();
}
yield return new WaitForSeconds(0.8f);
confettiFX.GetComponent<AudioSource>().Play();
}
IEnumerator EnableOkayButton(){
yield return new WaitForSeconds(1.5f);
okButton.SetActive(true);
}
}