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74 lines
2.7 KiB
C#
74 lines
2.7 KiB
C#
3 months ago
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using D2D.Core;
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using D2D.Utilities;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using static D2D.Utilities.CommonGameplayFacade;
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public class MenuUI : MonoBehaviour
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{
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[SerializeField] private MenuUIButton fireRateIncreaseButton;
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[SerializeField] private MenuUIButton firePowerIncreaseButton;
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[SerializeField] private Button continueButton;
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private void Start()
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{
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fireRateIncreaseButton.Button.onClick.AddListener(IncreaseFireRate);
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firePowerIncreaseButton.Button.onClick.AddListener(IncreasePowerUp);
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continueButton.onClick.AddListener(() => _stateMachine.Push(new RunningState()));
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UpdateStats();
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}
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private void IncreasePowerUp()
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{
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_db.PowerIncreaseLevel.Value++;
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_db.Money.Value -= _gameData.PowerUpgradePrice;
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UpdateStats();
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}
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private void IncreaseFireRate()
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{
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_db.FireRateDecreaseLevel.Value++;
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_db.Money.Value -= _gameData.FireUpgradePrice;
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UpdateStats();
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}
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private void CheckForDeactivatingButtons()
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{
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bool isEnoughForRate = _db.Money.Value >= _gameData.FireNextUpgradePrice;
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bool isEnoughForPower = _db.Money.Value >= _gameData.PowerNextUpgradePrice;
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fireRateIncreaseButton.Button.interactable = _gameData.upgradesPercentByLevel.Length <= _db.FireRateDecreaseLevel.Value ? false : isEnoughForRate;
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firePowerIncreaseButton.Button.interactable = _gameData.upgradesPercentByLevel.Length <= _db.FireRateDecreaseLevel.Value ? false : isEnoughForPower;
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if (_db.FireRateDecreaseLevel.Value >= _gameData.maxLevelUpgrade)
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{
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fireRateIncreaseButton.Button.interactable = false;
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fireRateIncreaseButton.PriceText.text = "MAX";
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}
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if (_db.PowerIncreaseLevel.Value >= _gameData.maxLevelUpgrade)
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{
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firePowerIncreaseButton.Button.interactable = false;
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firePowerIncreaseButton.PriceText.text = "MAX";
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}
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}
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private void UpdateStats()
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{
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_db.PowerIncreasePercent.Value = _gameData.upgradesPercentByLevel[(int) _db.PowerIncreaseLevel.Value] / 100;
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_db.FireRateDecreasePercent.Value = _gameData.upgradesPercentByLevel[(int)_db.FireRateDecreaseLevel.Value] / 100;
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firePowerIncreaseButton.LevelText.text = $"LEVEL {_db.PowerIncreaseLevel.Value}";
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fireRateIncreaseButton.LevelText.text = $"LEVEL {_db.FireRateDecreaseLevel.Value}";
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firePowerIncreaseButton.PriceText.text = $"{_gameData.PowerNextUpgradePrice} <sprite=0>";
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fireRateIncreaseButton.PriceText.text = $"{_gameData.FireNextUpgradePrice} <sprite=0>";
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CheckForDeactivatingButtons();
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}
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}
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