Merge branch 'shop'
This commit is contained in:
commit
eee953e85f
@ -23,6 +23,8 @@ public class NewGame : MonoBehaviour
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PlayerPrefs.SetInt("lvl", 1);
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PlayerPrefs.SetFloat("maxExp", 10);
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PlayerPrefs.SetInt(AccountBalanceManager.PLAYER_ACCOUNT_VALUE, 0);
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string name = "none";
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PlayerPrefs.SetString("name", name);
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@ -1,5 +1,386 @@
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m_Name:
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m_EditorClassIdentifier:
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Gold: 0
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--- !u!1 &159795062
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@ -27311,6 +27355,18 @@ MonoBehaviour:
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m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
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--- !u!114 &949853993
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--- !u!114 &1134345426
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MonoBehaviour:
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@ -29794,7 +29850,7 @@ Transform:
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--- !u!114 &1284827862
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MonoBehaviour:
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@ -30019,7 +30075,7 @@ Transform:
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m_Father: {fileID: 1539180721}
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m_RootOrder: 2
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1302056882
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MonoBehaviour:
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@ -31296,6 +31352,7 @@ Transform:
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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@ -37450,6 +37507,18 @@ MonoBehaviour:
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m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
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m_MethodName: SaveAccountBalance
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--- !u!114 &1868257120
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@ -0,0 +1,78 @@
|
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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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}
|
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}
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|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleVariant:
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@ -0,0 +1,46 @@
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using System;
|
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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}";
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6fb47b0e304a4644db8ee53654039f3c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -16,6 +16,9 @@ public class NpcShopManager : MonoBehaviour
|
||||
public Dialogue Dialogue;
|
||||
|
||||
[SerializeField]
|
||||
public ShopBuildModel shopModel;
|
||||
|
||||
[NonSerialized]
|
||||
public Shop shop;
|
||||
|
||||
bool CanShopBeOpened = false;
|
||||
@ -51,7 +54,7 @@ public class NpcShopManager : MonoBehaviour
|
||||
}
|
||||
else
|
||||
shop = ShopUIManager.Instance.GetList().Where(shop => {
|
||||
return shop.Npc == gameObject.GetComponent<NPC>().name && shop.Map == SceneManager.GetActiveScene().name;
|
||||
return shopModel.ShopName == gameObject.GetComponent<NPC>().name && shop.Map == SceneManager.GetActiveScene().name;
|
||||
}).First();
|
||||
|
||||
IsRegistered = true;
|
||||
@ -118,19 +121,15 @@ public class NpcShopManager : MonoBehaviour
|
||||
public void RegisterShop()
|
||||
{
|
||||
// 1. Set owner name
|
||||
shop.Npc = gameObject.name;
|
||||
shopModel.ShopName = gameObject.GetComponent<NPC>().Name;
|
||||
|
||||
// 2. Create new Shop instance in scene registry list
|
||||
((SceneShopDataManager)SceneShopDataManager.Instance)
|
||||
.RegisterShop(
|
||||
new Shop(
|
||||
SceneManager.GetActiveScene().name,
|
||||
gameObject.name,
|
||||
shop.GetContent()
|
||||
)
|
||||
shopModel.MapBuildModelToShop()
|
||||
);
|
||||
|
||||
Debug.Log($"Shop {shop.Npc} registered");
|
||||
Debug.Log($"Shop {shopModel.ShopName} registered");
|
||||
}
|
||||
|
||||
public void OpenShop()
|
||||
|
@ -114,12 +114,21 @@ class ShopItemCardKeeper : MonoBehaviour
|
||||
|
||||
public void BuyItem()
|
||||
{
|
||||
Debug.Log("Buy item");
|
||||
|
||||
if (!_buyButton.IsActive())
|
||||
return;
|
||||
|
||||
// TODO - CHECK PLAYER ACCOUNT
|
||||
var itemPrice = SelectedItem.Price;
|
||||
|
||||
// Check player account balance
|
||||
if (!CheckPlayerAccoutnBalance(itemPrice))
|
||||
{
|
||||
Debug.Log($"You don't have enouht gold - required {itemPrice}");
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Change account balance status (refresh view)
|
||||
AccountBalanceManager.Instance.DecreaseAccountBalanceValue(SelectedItem.Price);
|
||||
|
||||
// 1. Buy transaction
|
||||
// 1.1.1 Add to player Inventory Panel + refresh view
|
||||
@ -137,18 +146,17 @@ class ShopItemCardKeeper : MonoBehaviour
|
||||
if (ShopUIManager.Instance.GetPanelStatus())
|
||||
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();
|
||||
|
||||
|
||||
|
||||
// 2. TODO - Player gold change & save
|
||||
// 2.2 Save account balance current status
|
||||
AccountBalanceManager.Instance.SaveValue();
|
||||
}
|
||||
|
||||
public void SellItem()
|
||||
{
|
||||
Debug.Log("Sell item");
|
||||
|
||||
if (!_sellButton.IsActive())
|
||||
return;
|
||||
|
||||
@ -159,10 +167,23 @@ class ShopItemCardKeeper : MonoBehaviour
|
||||
if (InventoryUIManager.Instance.GetPanelStatus())
|
||||
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();
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
@ -7,7 +7,7 @@ public class InventoryUIManager : UIWarehouseManager
|
||||
{
|
||||
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 PANEL_NAME = "InventoryPanel";
|
||||
|
55
Assets/Scripts/REFACTORING/Models/Shop/ShopBuildModel.cs
Normal file
55
Assets/Scripts/REFACTORING/Models/Shop/ShopBuildModel.cs
Normal file
@ -0,0 +1,55 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
[Serializable]
|
||||
public class ShopBuildModel
|
||||
{
|
||||
[NonSerialized] public string ShopName; // npc name
|
||||
|
||||
[SerializeField] public List<IndexValuePair<Item>> Content = new List<IndexValuePair<Item>>();
|
||||
|
||||
public ShopBuildModel(string ownerName, List<IndexValuePair<EquippableItem>> shopContent)
|
||||
{
|
||||
ShopName = ownerName;
|
||||
|
||||
|
||||
Content.Clear();
|
||||
foreach (IndexValuePair<EquippableItem> item in shopContent)
|
||||
{
|
||||
Content.Add(
|
||||
new IndexValuePair<Item>(item.Key, item.Value)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public Shop MapBuildModelToShop()
|
||||
{
|
||||
var shop = new Shop(
|
||||
SceneManager.GetActiveScene().name,
|
||||
ShopName
|
||||
);
|
||||
|
||||
shop.Content = new List<IndexValuePair<int, EquippableItem>>();
|
||||
|
||||
foreach (var ChestElement in Content)
|
||||
{
|
||||
var castedObject = ChestElement.Value as EquippableItem;
|
||||
|
||||
if (castedObject == null)
|
||||
shop.Content.Add(
|
||||
new IndexValuePair<int, EquippableItem>(ChestElement.Key, new EquippableItem(ChestElement.Value))
|
||||
);
|
||||
else
|
||||
shop.Content.Add(
|
||||
new IndexValuePair<int, EquippableItem>(ChestElement.Key, castedObject)
|
||||
);
|
||||
}
|
||||
|
||||
return shop;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
|
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guid: 0818080ca77517949aba932b1af1e100
|
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MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
@ -30,6 +30,12 @@ public class SaveController : MonoBehaviour
|
||||
player.GetComponent<Player>().SaveCheckpoint();
|
||||
}
|
||||
|
||||
public void SaveAccountBalance()
|
||||
{
|
||||
if (AccountBalanceManager.Instance)
|
||||
AccountBalanceManager.Instance.SaveValue();
|
||||
}
|
||||
|
||||
#region palyer panels data
|
||||
public void SavePlayerEquipmentItems() // toDO change name to save Equipment - save items will save items on map eg after drops
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user