Animals can now be bought in AnimalShop
if bought they will be placed somewhere random on the map
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parent
acd602c85a
commit
441ffb900a
34 changed files with 2387 additions and 265 deletions
21
Assets/Scripts/Shop/AnimalShop.cs
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21
Assets/Scripts/Shop/AnimalShop.cs
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using UnityEngine;
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namespace Shop {
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public class AnimalShop : ElementStorage<Animal> {
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#region Singleton
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public static AnimalShop instance;
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private void Awake() {
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if(instance != null) {
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Debug.LogWarning("More than one instance of AnimalShop found");
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}
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instance = this;
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}
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#endregion
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}
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}
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11
Assets/Scripts/Shop/AnimalShop.cs.meta
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11
Assets/Scripts/Shop/AnimalShop.cs.meta
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61
Assets/Scripts/Shop/AnimalShopSlot.cs
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61
Assets/Scripts/Shop/AnimalShopSlot.cs
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using TMPro;
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using UnityEngine;
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namespace Shop {
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public class AnimalShopSlot : ElementStorageSlot<Animal> {
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public TextMeshProUGUI nameText;
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public TextMeshProUGUI costText;
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private AnimalShop _animalShop;
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private PlayerController _playerController;
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private void Start() {
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_animalShop = AnimalShop.instance;
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_playerController = PlayerController.instance;
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}
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/**
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* Clears the Shop Slot
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*/
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public override void ClearSlot() {
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nameText.text = "";
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costText.text = "";
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amountText.text = "";
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base.ClearSlot();
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}
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/**
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* Gets called when the Shop Slot is clicked
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*/
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public override void UseElement() {
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if(Element) {
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if(_playerController.Money >= Element.price) {
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if(Element) {
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_playerController.ChangeMoney(-Element.price);
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// Debug.Log("Buying Animal: " + Element.displayName);
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}
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PlaceCowRandomlyOnScreen();
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_animalShop.RemoveElement(Element, 1);
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} else {
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// Debug.Log("Not enough money to buy Animal.");
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}
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_animalShop.onElementChangedCallback?.Invoke();
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}
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}
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private void PlaceCowRandomlyOnScreen() {
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float spawnY = Random.Range
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(Camera.main.ScreenToWorldPoint(new Vector2(0, 0)).y,
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Camera.main.ScreenToWorldPoint(new Vector2(0, Screen.height)).y);
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float spawnX = Random.Range
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(Camera.main.ScreenToWorldPoint(new Vector2(0, 0)).x,
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Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, 0)).x);
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Vector2 spawnPosition = new Vector2(spawnX, spawnY);
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Instantiate(Element.animalPrefab, spawnPosition, Quaternion.identity);
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}
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}
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}
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11
Assets/Scripts/Shop/AnimalShopSlot.cs.meta
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11
Assets/Scripts/Shop/AnimalShopSlot.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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53
Assets/Scripts/Shop/ItemShop.cs
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53
Assets/Scripts/Shop/ItemShop.cs
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using UnityEngine;
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namespace Shop {
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public class ItemShop : ElementStorage<Item> {
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#region Singleton
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public static ItemShop instance;
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private void Awake() {
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if(instance != null) {
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Debug.LogWarning("More than one instance of ItemShop found");
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}
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instance = this;
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}
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#endregion
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public bool itemWasBought;
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private PlayerController _playerController;
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private Inventory _inventory;
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private Item _lastBoughtItem;
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private int _lastBoughtItemAmount;
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/**
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* Calls ElementStorage.RemoveItem() and sets 2 Variables to remember the last bought item
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*/
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public override void RemoveElement(Item item, int amount) {
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base.RemoveElement(item, amount);
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if(itemWasBought) {
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_lastBoughtItem = item;
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_lastBoughtItemAmount = amount;
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}
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}
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public void UndoLastPurchase() {
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if(itemWasBought) {
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_inventory = Inventory.instance;
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_playerController = PlayerController.instance;
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if(_lastBoughtItem) {
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_playerController.ChangeMoney(_lastBoughtItem.price);
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_inventory.RemoveElement(_lastBoughtItem, _lastBoughtItemAmount);
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AddElement(_lastBoughtItem, _lastBoughtItemAmount);
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itemWasBought = false;
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}
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}
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}
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}
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}
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11
Assets/Scripts/Shop/ItemShop.cs.meta
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11
Assets/Scripts/Shop/ItemShop.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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assetBundleName:
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51
Assets/Scripts/Shop/ItemShopSlot.cs
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51
Assets/Scripts/Shop/ItemShopSlot.cs
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using TMPro;
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namespace Shop {
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public class ItemShopSlot : ElementStorageSlot<Item> {
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public TextMeshProUGUI nameText;
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public TextMeshProUGUI costText;
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private ItemShop _itemShop;
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private Inventory _inventory;
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private PlayerController _playerController;
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private void Start() {
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_itemShop = ItemShop.instance;
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_inventory = Inventory.instance;
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_playerController = PlayerController.instance;
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}
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/**
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* Clears the Shop Slot
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*/
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public override void ClearSlot() {
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nameText.text = "";
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costText.text = "";
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amountText.text = "";
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base.ClearSlot();
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}
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/**
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* Gets called when the Shop Slot is clicked
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*/
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public override void UseElement() {
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if(Element) {
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if(_playerController.Money >= Element.price) {
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if(Element) {
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_playerController.ChangeMoney(-Element.price);
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_itemShop.itemWasBought = true;
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// Debug.Log("Buying Item: " + Element.displayName);
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}
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_inventory.AddElement(Element, 1);
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_itemShop.RemoveElement(Element, 1);
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} else {
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// Debug.Log("Not enough money to buy Item.");
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}
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_itemShop.onElementChangedCallback?.Invoke();
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_inventory.onElementChangedCallback?.Invoke();
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}
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}
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}
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}
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11
Assets/Scripts/Shop/ItemShopSlot.cs.meta
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11
Assets/Scripts/Shop/ItemShopSlot.cs.meta
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@ -0,0 +1,11 @@
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45
Assets/Scripts/Shop/ShopSwitcher.cs
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45
Assets/Scripts/Shop/ShopSwitcher.cs
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Shop {
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public class ShopSwitcher : MonoBehaviour {
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public Sprite animalShopSprite;
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public Sprite itemShopSprite;
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public Image switchButtonImage;
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public TextMeshProUGUI shopTitleText;
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public GameObject viewportItems;
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public GameObject viewportAnimals;
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public GameObject undoPurchaseButton;
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private void Start() {
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switchButtonImage.enabled = true;
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switchButtonImage.sprite = animalShopSprite;
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viewportItems.SetActive(true);
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viewportAnimals.SetActive(false);
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}
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public void SwitchShops() {
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// switch Shop Title text and Image of the Button
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if(shopTitleText.text.StartsWith("Item")) {
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shopTitleText.text = "Animal \nShop";
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switchButtonImage.sprite = itemShopSprite;
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} else {
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shopTitleText.text = "Item \nShop";
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switchButtonImage.sprite = animalShopSprite;
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}
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// switch the shown shops
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viewportItems.SetActive(!viewportItems.activeSelf);
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viewportAnimals.SetActive(!viewportAnimals.activeSelf);
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// turn off undoPurchaseButton when opening Animal Shop because of lack of undoing purchases in the Animal Shop
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undoPurchaseButton.SetActive(!undoPurchaseButton.activeSelf);
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// remove undo purchase button when switching to an animal shop and fix content alignement
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}
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}
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}
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11
Assets/Scripts/Shop/ShopSwitcher.cs.meta
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11
Assets/Scripts/Shop/ShopSwitcher.cs.meta
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85
Assets/Scripts/Shop/ShopUI.cs
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85
Assets/Scripts/Shop/ShopUI.cs
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using System.Linq;
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using UnityEngine;
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namespace Shop {
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public class ShopUI : MonoBehaviour {
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public Transform itemsParent;
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public Transform animalsParent;
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public GameObject shopUI;
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public GameObject inventoryUI;
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private ItemShop _itemShop;
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private AnimalShop _animalShop;
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private ItemShopSlot[] _itemSlots;
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private AnimalShopSlot[] _animalSlots;
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private void Start() {
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// Get Shop instance and add UpdateUI method to OnItemChanged delegate
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_itemShop = ItemShop.instance;
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_animalShop = AnimalShop.instance;
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_itemShop.onElementChangedCallback += UpdateUI;
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_animalShop.onElementChangedCallback += UpdateUI;
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// Add all ItemShopSlot GameObjects to _itemSlots and turn off the Shop UI
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_itemSlots = itemsParent.GetComponentsInChildren<ItemShopSlot>();
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_animalSlots = animalsParent.GetComponentsInChildren<AnimalShopSlot>();
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ToggleShop();
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// Set the icon to not be a raycast target for the Description Hovering to work
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foreach(ItemShopSlot slot in _itemSlots) {
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slot.image.raycastTarget = false;
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}
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foreach(AnimalShopSlot slot in _animalSlots) {
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slot.image.raycastTarget = false;
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}
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UpdateUI();
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}
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private void Update() {
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// When "Shop" button is pressed turn on/off Shop UI
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if(Input.GetButtonDown("Shop")) {
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ToggleShop();
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}
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}
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/**
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* Turn on/off the Shop UI
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*/
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private void ToggleShop() {
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inventoryUI.gameObject.SetActive(!shopUI.activeSelf);
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HoverManager.instance.HideDescription();
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shopUI.SetActive(!shopUI.activeSelf);
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}
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/**
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* Is called when something in the Shop UI should update
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*/
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private void UpdateUI() {
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// Add all items to the correct slots and clear the ones where no item should be
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for(int i = 0; i < _itemSlots.Length; i++) {
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// Item Slots
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if(i < _itemShop.Elements.Count) {
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_itemSlots[i].AddElement(_itemShop.Elements.ElementAt(i).Key);
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_itemSlots[i].nameText.text = _itemSlots[i].Element.displayName;
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_itemSlots[i].costText.text = _itemSlots[i].Element.price + " µ";
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_itemSlots[i].amountText.text = _itemShop.Elements[_itemShop.Elements.ElementAt(i).Key] + " #";
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} else {
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_itemSlots[i].ClearSlot();
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}
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// Animal SLots
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if(i < _animalShop.Elements.Count) {
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_animalSlots[i].AddElement(_animalShop.Elements.ElementAt(i).Key);
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_animalSlots[i].nameText.text = _animalSlots[i].Element.displayName;
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_animalSlots[i].costText.text = _animalSlots[i].Element.price + " µ";
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_animalSlots[i].amountText.text =
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_animalShop.Elements[_animalShop.Elements.ElementAt(i).Key] + " #";
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} else {
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_animalSlots[i].ClearSlot();
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}
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}
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}
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}
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}
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11
Assets/Scripts/Shop/ShopUI.cs.meta
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11
Assets/Scripts/Shop/ShopUI.cs.meta
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