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