using UnityEngine; using UnityEngine.UI; public class HalloweenPrize : MonoBehaviour { [SerializeField] private Text itemNameText; [SerializeField] private Text closeText; [SerializeField] private Sprite[] prizeTypeSprite; [SerializeField] private GameManager.ItemType[] prizeItemType; [SerializeField] private int[] prizeGameId; private bool isClose; private void Start() { closeText.enabled = false; FScriptsHandler.Instance.m_PlayerMain.firstPersonController.frezzePosition = true; FScriptsHandler.Instance.m_PlayerMain.firstPersonController.frezzeRotation = true; } private void Update() { if (isClose && Input.anyKeyDown) { FScriptsHandler.Instance.m_PlayerMain.firstPersonController.UnFrezzeLook(); Object.Destroy(base.gameObject); } } public void Setup(int prizeIndex) { GetComponent().sprite = prizeTypeSprite[prizeIndex]; itemNameText.text = GameManager.Instance.GetGameItemName(prizeItemType[prizeIndex], prizeGameId[prizeIndex]); switch (prizeItemType[prizeIndex]) { case GameManager.ItemType.Rod: { GameManager.PlayerData.CRods cRods = new GameManager.PlayerData.CRods(); cRods.amount = 1; cRods.ID = prizeGameId[prizeIndex]; cRods.wear = 100; cRods.buyPrice = 0f; cRods.uniqueId = GameManager.GetUniqueNumber(); Singleton.Instance.GetCurrentPlayerData().PlayerRods.Add(cRods); break; } case GameManager.ItemType.Reel: { GameManager.PlayerData.CReels cReels = new GameManager.PlayerData.CReels(); cReels.amount = 1; cReels.ID = prizeGameId[prizeIndex]; cReels.wear = 100; cReels.buyPrice = 0f; cReels.uniqueId = GameManager.GetUniqueNumber(); Singleton.Instance.GetCurrentPlayerData().PlayerReels.Add(cReels); break; } case GameManager.ItemType.Float: { GameManager.PlayerData.CFloats cFloats = new GameManager.PlayerData.CFloats(); cFloats.amount = 1; cFloats.ID = prizeGameId[prizeIndex]; cFloats.wear = 100; cFloats.buyPrice = 0f; cFloats.uniqueId = GameManager.GetUniqueNumber(); Singleton.Instance.GetCurrentPlayerData().PlayerFloats.Add(cFloats); break; } case GameManager.ItemType.Line: break; } } public void ShowClose() { isClose = true; closeText.enabled = true; } }