UI according to resolution fixes

dev-ali
Ali Sharoz 3 weeks ago
parent e0a89d2edb
commit b4bec9fcc5

@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Coiner : MonoBehaviour
{
public delegate void EventHandler();
public static event EventHandler Increaser;
public TextMeshProUGUI coinText;
private void Start()
{
IncreaseCoin();
//EventManager.CoinIncreaser += IncreaseCoin;
}
void OnEnable()
{
IncreaseCoin();
EventManager.CoinIncreaser += IncreaseCoin;
Debug.Log("OnEnabler Caller");
}
private void OnDisable()
{
IncreaseCoin();
EventManager.CoinIncreaser -= IncreaseCoin;
}
private void OnApplicationQuit()
{
Debug.Log("OnApplicationQuit");
EventManager.CoinIncreaser -= IncreaseCoin;
}
void IncreaseCoin()
{
coinText.text = PlayerPrefs.GetInt("Money").ToString();
}
}

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@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EventManager : MonoBehaviour
{
public delegate void DoIt();
public static event DoIt CoinIncreaser;
[ContextMenu("CoinIncreaserCaller")]
public void CoinIncreaserCaller()
{
PlayerPrefs.SetInt("Money", PlayerPrefs.GetInt("Money") + 10);
CoinIncreaser();
}
}

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@ -10,6 +10,7 @@ public class CharacterSelectionUI : MonoBehaviour
[SerializeField] private List<GameObject> characters; // List of characters to display [SerializeField] private List<GameObject> characters; // List of characters to display
[SerializeField] private List<GameObject> charactersName; // List of characters to display [SerializeField] private List<GameObject> charactersName; // List of characters to display
[SerializeField] private List<GameObject> charactersSelected; // List of characters to display [SerializeField] private List<GameObject> charactersSelected; // List of characters to display
[SerializeField] private Button leftButton; // Button to scroll left [SerializeField] private Button leftButton; // Button to scroll left
[SerializeField] private Button rightButton; // Button to scroll right [SerializeField] private Button rightButton; // Button to scroll right
[SerializeField] private Button nextButton; // Button to confirm and save the selection [SerializeField] private Button nextButton; // Button to confirm and save the selection
@ -66,6 +67,7 @@ public class CharacterSelectionUI : MonoBehaviour
{ {
characters[i].SetActive(i == currentIndex); characters[i].SetActive(i == currentIndex);
charactersName[i].SetActive(i == currentIndex); charactersName[i].SetActive(i == currentIndex);
charactersSelected[i].SetActive(i == currentIndex);
} }
} }
} }

@ -73,7 +73,6 @@ public class ShopManager : MonoBehaviour, IDetailedStoreListener
PipePrefGetter(); PipePrefGetter();
} }
public bool IsProductPurchased(string productId) public bool IsProductPurchased(string productId)
{ {
Product product = m_StoreController.products.WithID(productId); Product product = m_StoreController.products.WithID(productId);
@ -242,28 +241,28 @@ public class ShopManager : MonoBehaviour, IDetailedStoreListener
} }
} }
} }
else if (currentPurchaseType == PurchaseType.Pipes) //else if (currentPurchaseType == PurchaseType.Pipes)
{ //{
for (int h = 0; h < pItem.Count; h++) // for (int h = 0; h < pItem.Count; h++)
{ // {
Debug.Log("product.definition.id : " + product.definition.id); // Debug.Log("product.definition.id : " + product.definition.id);
Debug.Log("pItem[h].Id : " + pItem[h].Id); // Debug.Log("pItem[h].Id : " + pItem[h].Id);
if (product.definition.id == pItem[h].Id)//consumable item is pressed // if (product.definition.id == pItem[h].Id)//consumable item is pressed
{ // {
//string receipt = product.receipt; // //string receipt = product.receipt;
//data = JsonUtility.FromJson<Data>(receipt); // //data = JsonUtility.FromJson<Data>(receipt);
//payload = JsonUtility.FromJson<Payload>(data.Payload); // //payload = JsonUtility.FromJson<Payload>(data.Payload);
//payloadData = JsonUtility.FromJson<PayloadData>(payload.json); // //payloadData = JsonUtility.FromJson<PayloadData>(payload.json);
//int quantity = payloadData.quantity; // //int quantity = payloadData.quantity;
//for (int i = 0; i < quantity; i++) // //for (int i = 0; i < quantity; i++)
//{ // //{
//AddPipes(h); // //AddPipes(h);
// //}
// }
// }
//} //}
}
}
}
//else if (product.definition.id == ncItem.Id)//non consumable //else if (product.definition.id == ncItem.Id)//non consumable
//{ //{
@ -386,16 +385,15 @@ public class ShopManager : MonoBehaviour, IDetailedStoreListener
#region extra #region extra
[Header("Consumable")] [Header("Consumable")]
public Text coinTxt; public TextMeshProUGUI coinTxt;
void AddCoins(int index) void AddCoins(int index)
{ {
int toAdd = coinsRewards[index]; int toAdd = coinsRewards[index];
int coins = PlayerPrefs.GetInt("Coin"); int coins = PlayerPrefs.GetInt("Money");
Debug.Log(toAdd + " Coins purchased"); Debug.Log(toAdd + " Coins purchased");
coins += toAdd; coins += toAdd;
PlayerPrefs.SetInt("Coin", coins); PlayerPrefs.SetInt("Coin", coins);
StartCoroutine(startCoinShakeEffect(coins - toAdd, coins, .5f)); StartCoroutine(startCoinShakeEffect(coins - toAdd, coins, .5f));
} }
//public void EquipUnEquipPipe(int buttonIndex) //public void EquipUnEquipPipe(int buttonIndex)
//{ //{

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