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CrowdControl/Assets/Source/Scripts/MenuUI.cs

74 lines
2.7 KiB
C#

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