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NewBackgroundButton.cs
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NewBackgroundButton.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NewBackgroundButton : MonoBehaviour {
private Button myButton;
private int coinsIHave;
public int backgroundIDNumber;
public Sprite mySprite;
private bool purchased;
public int backgroundValue;
private Text myText;
void Start () {
myButton = GetComponent<Button>();
myText = myButton.GetComponentInChildren<Text>();
if (myText == null){
if (backgroundIDNumber == 0){
return;
}
Debug.LogWarning("Can find MyText: Background Button" + backgroundIDNumber);
return;
}else{
myText.text = backgroundValue.ToString();
}
}
void Update () {
if (purchased){
Destroy(myText);
}
purchased = SaveBackgroundState.instance.bools[backgroundIDNumber];
coinsIHave = SaveManager.instance.f2;
IsPurchased();
IsInteractable();
}
public void Purchase(){
if (!purchased){
SaveManager.instance.SetCoins(-backgroundValue);
SaveBackgroundState.instance.SetPurchase(backgroundIDNumber);
SaveBackgroundState.instance.Save();
}
}
void IsPurchased(){
if (purchased){
Image spr = GetComponent<Image>();
spr.sprite = mySprite;
}
}
void IsInteractable(){
if (purchased){
myButton.interactable = true;
}else if (coinsIHave <= backgroundValue - 1 && !purchased){
myButton.interactable = false;
}else if(coinsIHave >= backgroundValue){
myButton.interactable = true;
}
}
public void SetButtonBackgroundID(){
SaveManager.instance.SetBackgroundID(backgroundIDNumber);
SaveManager.instance.Save();
SaveBackgroundState.instance.SetPurchase(backgroundIDNumber);
SaveBackgroundState.instance.Save();
}
}