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