UPF/Assets/Game/Scripts/ShopScript.cs

83 lines
2.0 KiB
C#

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);
}
}