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186 lines
5.4 KiB

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ShopManager : MonoBehaviour
{
public Inventory myBag;
public Text moneyText1;
public Text moneyText2;
public Text itemDescription;
public Text weaponDescription;
GameManager gameManager;
GameObject[] pieces;
Character maincharacter;
Character selected;
void Start()
{
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
pieces = GameObject.FindGameObjectsWithTag("Pieces");
foreach (var piece in pieces)
{
if(piece.GetComponent<Character>().id == 0)
{
maincharacter = piece.GetComponent<Character>();
break;
}
}
if(gameManager.GetSelected() != null)
selected = gameManager.GetSelected();
else
selected = maincharacter;
}
void Update()
{
moneyText1.GetComponent<Text>().text = maincharacter.money.ToString();
moneyText2.GetComponent<Text>().text = maincharacter.money.ToString();
selected = gameManager.GetSelected();
}
public void ItemOnClicked(Item item)
{
itemDescription.text = item.itemInfo;
}
public void WeaponOnClicked(Item item)
{
weaponDescription.text = item.itemInfo;
}
public void ItemPurchase(Item item)
{
if (maincharacter.money < 5)
{
itemDescription.text = "角色金钱不足";
return;
}
if (!myBag.itemList.Contains(item))
{
for (int i = 0; i < myBag.itemList.Count; i++)
{
if (myBag.itemList[i] == null)
{
myBag.itemList[i] = item;
break;
}
}
}
else
{
item.itemHeld += 1;
}
InventoryManager.RefreshItem();
maincharacter.money -= 5;
}
public void WeaponLevelUp(Item item)
{
Debug.Log("character id : " + selected.id + " maximum:" + selected.weaponManager.maximum);
if(item.itemName == "knife")
{
if (maincharacter.money < 5)
{
weaponDescription.text = "角色金钱不足";
return;
}
for(int i = 0; i < selected.weaponManager.maximum; i++)
{
if(selected.weaponManager.weapons[i] != null)
{
if(selected.weaponManager.weapons[i].name == "knife")
{
selected.weaponManager.weapons[i].LevelUp();
maincharacter.money -= 5;
weaponDescription.text = "匕首已升级";
return;
}
}
}
weaponDescription.text = "选中角色无该物品";
}
if(item.itemName == "sword")
{
if (maincharacter.money < 8)
{
weaponDescription.text = "角色金钱不足";
return;
}
for(int i = 0; i < selected.weaponManager.maximum; i++)
{
if(selected.weaponManager.weapons[i] != null)
{
if(selected.weaponManager.weapons[i].name == "sword")
{
selected.weaponManager.weapons[i].LevelUp();
maincharacter.money -= 8;
weaponDescription.text = "长剑已升级";
return;
}
}
}
weaponDescription.text = "选中角色无该物品";
}
if(item.itemName == "greatsword")
{
if (maincharacter.money < 10)
{
weaponDescription.text = "角色金钱不足";
return;
}
for(int i = 0; i < selected.weaponManager.maximum; i++)
{
if(selected.weaponManager.weapons[i] != null)
{
if(selected.weaponManager.weapons[i].name == "greatsword")
{
selected.weaponManager.weapons[i].LevelUp();
maincharacter.money -= 10;
weaponDescription.text = "大剑已升级";
return;
}
}
}
weaponDescription.text = "选中角色无该物品";
}
if(item.itemName == "lance")
{
if (maincharacter.money < 10)
{
weaponDescription.text = "角色金钱不足";
return;
}
for(int i = 0; i < selected.weaponManager.maximum; i++)
{
if(selected.weaponManager.weapons[i] != null)
{
if(selected.weaponManager.weapons[i].name == "lance")
{
selected.weaponManager.weapons[i].LevelUp();
maincharacter.money -= 10;
weaponDescription.text = "长枪已升级";
return;
}
}
}
weaponDescription.text = "选中角色无该物品";
}
}
}