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Verified Commit c5a14065 authored by Bayu Samudra's avatar Bayu Samudra
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feat: adding shop item

parent 2927f2f5
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......@@ -29,9 +29,15 @@ public class QuestManager : MonoBehaviour
text.text = "Remaining Enemies : " + (maxEnemy - numEnemyDead);
if (numEnemyDead == maxEnemy)
{
textQuest.text = "Quest Selesai";
text.color = new Color(1f, 1f, 1f, 0f);
levelCompleted.Raise(this, null);
QuestComplete();
}
}
[ContextMenu("End Game")]
public void QuestComplete()
{
textQuest.text = "Quest Selesai";
text.color = new Color(1f, 1f, 1f, 0f);
levelCompleted.Raise(this, null);
}
}
......@@ -13,7 +13,11 @@ public class ShopItem : MonoBehaviour
Weapon_Default,
Weapon_Shotgun,
Weapon_Bow,
Weapon_Sword
Weapon_Sword,
Weapon_Default_Upgrade,
Weapon_Sword_Upgrade,
Weapon_Shotgun_Upgrade,
Weapon_Bow_Upgrade,
}
public static int GetCost(ItemType itemType)
......@@ -29,6 +33,11 @@ public class ShopItem : MonoBehaviour
case ItemType.Weapon_Bow: return 200;
case ItemType.Weapon_Shotgun: return 100;
case ItemType.Weapon_Sword: return 50;
}
}
case ItemType.Weapon_Default_Upgrade: return 50;
case ItemType.Weapon_Bow_Upgrade: return 250;
case ItemType.Weapon_Shotgun_Upgrade: return 150;
case ItemType.Weapon_Sword_Upgrade: return 100;
}
}
}
......@@ -30,9 +30,14 @@ public class ShopUIController : MonoBehaviour
CreateItemButton("Bow", ShopItem.ItemType.Weapon_Bow);
CreateItemButton("Shotgun", ShopItem.ItemType.Weapon_Shotgun);
CreateItemButton("Sword", ShopItem.ItemType.Weapon_Sword);
}
private void OnEnable()
CreateItemButton("Upgrade Gun", ShopItem.ItemType.Weapon_Default_Upgrade);
CreateItemButton("Upgrade Sword", ShopItem.ItemType.Weapon_Sword_Upgrade);
CreateItemButton("Upgrade Shotgun", ShopItem.ItemType.Weapon_Shotgun_Upgrade);
CreateItemButton("Upgrade Bow", ShopItem.ItemType.Weapon_Bow_Upgrade);
}
private void OnEnable()
{
UpdateMoney();
......@@ -50,12 +55,32 @@ public class ShopUIController : MonoBehaviour
if(type == ShopItem.ItemType.Pet_Attack || type == ShopItem.ItemType.Pet_Buff || type == ShopItem.ItemType.Pet_Heal)
{
avail &= alreadyHasPet;
}
}
// If type is not weapon upgrade, then this function will return true
avail &= checkIsWeaponUpgradeAvailable(type);
shopItemController.UpdateAvailability(avail);
shopItemTransform.gameObject.SetActive(true);
}
private bool checkIsWeaponUpgradeAvailable(ShopItem.ItemType type)
{
switch (type)
{
case ShopItem.ItemType.Weapon_Default_Upgrade:
return true;
case ShopItem.ItemType.Weapon_Bow_Upgrade:
return true;
case ShopItem.ItemType.Weapon_Shotgun_Upgrade:
return true;
case ShopItem.ItemType.Weapon_Sword_Upgrade:
return true;
default:
return true;
}
}
private void UpdateMoney()
{
money = MoneyManager.money;
......
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