Add Account Balance module

This commit is contained in:
kabix09 2022-12-24 15:14:41 +01:00
parent 7de447ac73
commit d622536f1e
17 changed files with 1090 additions and 52 deletions

View File

@ -23,6 +23,8 @@ public class NewGame : MonoBehaviour
PlayerPrefs.SetInt("lvl", 1); PlayerPrefs.SetInt("lvl", 1);
PlayerPrefs.SetFloat("maxExp", 10); PlayerPrefs.SetFloat("maxExp", 10);
PlayerPrefs.SetInt(AccountBalanceManager.PLAYER_ACCOUNT_VALUE, 0);
string name = "none"; string name = "none";
PlayerPrefs.SetString("name", name); PlayerPrefs.SetString("name", name);

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@ -0,0 +1,78 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
class AccountBalanceManager : MonoBehaviour
{
public const string PLAYER_ACCOUNT_VALUE = "Player.AccountBalance";
public static AccountBalanceManager Instance;
public int Gold;
public void Awake()
{
if (Instance == null)
{
// Load saved gold value
LoadValue();
Instance = this;
}
else
{
Destroy(gameObject);
}
}
public void SetAccountBalanceValue(int gold)
{
Gold = gold;
UpdatePanelValue();
}
public void IncreaseAccountBalanceValue(int gold)
{
Gold += gold;
UpdatePanelValue();
}
public void DecreaseAccountBalanceValue(int gold)
{
Gold -= gold;
UpdatePanelValue();
}
public void SaveValue()
{
PlayerPrefs.SetInt(PLAYER_ACCOUNT_VALUE, Gold);
}
public void LoadValue()
{
if(PlayerPrefs.HasKey(PLAYER_ACCOUNT_VALUE))
{
Gold = PlayerPrefs.GetInt(PLAYER_ACCOUNT_VALUE);
}
else
{
Gold = 0;
}
}
/// <summary>
/// Function to update value displayed on Inventory Panel - only if is opened
/// </summary>
private void UpdatePanelValue()
{
if (InventoryUIManager.Instance.GetPanelStatus())
InventoryUIManager.Instance.DynamicPanel.GetComponent<PanelCashController>().RefreshPanel(Gold);
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
class PanelCashController : MonoBehaviour
{
[Header("Current Value")]
public int AccountBalanceValue;
[Header("Account Balance")]
[SerializeField] public TextMeshProUGUI displayedValue;
public void Start()
{
// Get current remembered value
var balanceManager = AccountBalanceManager.Instance;
if (balanceManager == null)
throw new NullReferenceException("AccountBalanceManager not found!!!");
RefreshPanel(balanceManager.Gold);
DisplayePlayerAccountBalance();
}
// synch status after selling, buying item
public void RefreshPanel(int gold)
{
AccountBalanceValue = gold;
DisplayePlayerAccountBalance();
}
public void DisplayePlayerAccountBalance()
{
displayedValue.text = $"{AccountBalanceValue}";
}
}

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@ -114,12 +114,21 @@ class ShopItemCardKeeper : MonoBehaviour
public void BuyItem() public void BuyItem()
{ {
Debug.Log("Buy item");
if (!_buyButton.IsActive()) if (!_buyButton.IsActive())
return; return;
// TODO - CHECK PLAYER ACCOUNT var itemPrice = SelectedItem.Price;
// Check player account balance
if (!CheckPlayerAccoutnBalance(itemPrice))
{
Debug.Log($"You don't have enouht gold - required {itemPrice}");
return;
}
// Change account balance status (refresh view)
AccountBalanceManager.Instance.DecreaseAccountBalanceValue(SelectedItem.Price);
// 1. Buy transaction // 1. Buy transaction
// 1.1.1 Add to player Inventory Panel + refresh view // 1.1.1 Add to player Inventory Panel + refresh view
@ -137,18 +146,17 @@ class ShopItemCardKeeper : MonoBehaviour
if (ShopUIManager.Instance.GetPanelStatus()) if (ShopUIManager.Instance.GetPanelStatus())
GameObject.FindObjectOfType<ShopPanelController>().BuildPanelContent(ShopContentUIManager.Instance.GetList()); GameObject.FindObjectOfType<ShopPanelController>().BuildPanelContent(ShopContentUIManager.Instance.GetList());
// 1.2.2 Save chnages in Shop Panel // 2 Save changes
// 2.1 Save chnages in Shop Panel
SceneInventoryDataManager.Instance.SaveDynamicData(); SceneInventoryDataManager.Instance.SaveDynamicData();
// 2.2 Save account balance current status
AccountBalanceManager.Instance.SaveValue();
// 2. TODO - Player gold change & save
} }
public void SellItem() public void SellItem()
{ {
Debug.Log("Sell item");
if (!_sellButton.IsActive()) if (!_sellButton.IsActive())
return; return;
@ -159,10 +167,23 @@ class ShopItemCardKeeper : MonoBehaviour
if (InventoryUIManager.Instance.GetPanelStatus()) if (InventoryUIManager.Instance.GetPanelStatus())
GameObject.FindObjectOfType<InventoryPanelController>().BuildPanelContent(InventoryUIManager.Instance.GetList()); GameObject.FindObjectOfType<InventoryPanelController>().BuildPanelContent(InventoryUIManager.Instance.GetList());
// 1.1.2 Save chnages in Inventory Panel
// 2. Change account balance status (refresh view)
AccountBalanceManager.Instance.IncreaseAccountBalanceValue(SelectedItem.Price);
// 3 Save changes
// 3.1 Save chnages in Shop Panel
SceneInventoryDataManager.Instance.SaveDynamicData(); SceneInventoryDataManager.Instance.SaveDynamicData();
// 3.2 Save account balance current status
AccountBalanceManager.Instance.SaveValue();
}
// 2. TODO - Player gold change & save
public bool CheckPlayerAccoutnBalance(int requiredAmount)
{
return AccountBalanceManager.Instance.Gold > requiredAmount;
} }
} }

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@ -7,7 +7,7 @@ public class InventoryUIManager : UIWarehouseManager
{ {
public static new InventoryUIManager Instance { get; protected set; } public static new InventoryUIManager Instance { get; protected set; }
public override int SLOTS_NUMBER { get { return 48; } } public override int SLOTS_NUMBER { get { return 42; } }
public const string ITEM_LOCALIZATION = "UiPanels/"; public const string ITEM_LOCALIZATION = "UiPanels/";
public const string PANEL_NAME = "InventoryPanel"; public const string PANEL_NAME = "InventoryPanel";

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@ -30,6 +30,12 @@ public class SaveController : MonoBehaviour
player.GetComponent<Player>().SaveCheckpoint(); player.GetComponent<Player>().SaveCheckpoint();
} }
public void SaveAccountBalance()
{
if (AccountBalanceManager.Instance)
AccountBalanceManager.Instance.SaveValue();
}
#region palyer panels data #region palyer panels data
public void SavePlayerEquipmentItems() // toDO change name to save Equipment - save items will save items on map eg after drops public void SavePlayerEquipmentItems() // toDO change name to save Equipment - save items will save items on map eg after drops
{ {