102 lines
2.2 KiB
C#

using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class CoinBag : MonoBehaviour
{
[SerializeField] private TMP_Text coinText;
[SerializeField] private GameEventListener_Int onCoinDrop;
[SerializeField] private GameEventListener onJoinedRoom;
[SerializeField] private GameEventListener_JobInstance onJobCompleted;
public int currentCoin;
CoinData coinData = new CoinData();
#region Singleton
private static CoinBag _instance;
// Public reference to the singleton instance
public static CoinBag Instance
{
get
{
// If the instance doesn't exist, try to find it in the scene
if (_instance == null)
{
_instance = FindObjectOfType<CoinBag>();
}
return _instance;
}
}
#endregion
private void Awake()
{
onCoinDrop.Response.AddListener(ChangeAmount);
onJoinedRoom.Response.AddListener(LoadCoins);
onJobCompleted.Response.AddListener(job => ChangeAmount(job.coinReward));
UpdateCoinText();
}
public void ChangeAmount(int amount)
{
currentCoin += amount;
SaveCoinData();
UpdateCoinText();
}
public void SpendCoin(int amount)
{
if (currentCoin - amount < 0)
return;
currentCoin -= amount;
SaveCoinData();
UpdateCoinText();
}
public bool HasEnoughCoin(int amount)
{
if (currentCoin - amount < 0) return false;
else return true;
}
private void UpdateCoinText()
{
coinText.text = currentCoin.ToString();
}
private void SaveCoinData()
{
coinData.totalCoin = currentCoin;
PlayerDataHandler.Instance.SavePlayerCoinData(PhotonNetwork.NickName, coinData);
}
private void LoadCoins()
{
coinData = PlayerDataHandler.Instance.LoadPlayerCoinData(PhotonNetwork.NickName);
if (coinData != null)
{
Debug.Log("Success Loading CoinData");
currentCoin = coinData.totalCoin;
UpdateCoinText();
}
else
coinData = new CoinData();
}
}