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