UpgradeUI.cs 3.7 KB

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  1. using System;
  2. using Player.Wallet;
  3. using TMPro;
  4. using UnityEngine;
  5. public class UpgradeUI : MonoBehaviour
  6. {
  7. [SerializeField] private TextMeshProUGUI[] upgradePriceDisplayText;
  8. [SerializeField] private TextMeshProUGUI[] levelDisplayText;
  9. [SerializeField] private AudioSource upgradeAudioSource;
  10. private int[] _playerUpgradesLevel = new int[4];
  11. private Wallet _wallet;
  12. private void Awake()
  13. {
  14. if (PlayerPrefs.GetInt("_playerWarriorLevel") == 0)
  15. {
  16. // 如果是新游戏,设置初始值
  17. PlayerPrefs.SetInt("_playerWarriorLevel", 3); // 增加初始战士数量
  18. PlayerPrefs.SetInt("_playerArcherLevel", 2); // 增加初始弓箭手数量
  19. PlayerPrefs.SetInt("_playerUpgradeWarriorLevel", 2); // 增加初始战士等级
  20. PlayerPrefs.SetInt("_playerUpgradeArcherLevel", 2); // 增加初始弓箭手等级
  21. }
  22. _playerUpgradesLevel[0] = PlayerPrefs.GetInt("_playerWarriorLevel");
  23. _playerUpgradesLevel[1] = PlayerPrefs.GetInt("_playerArcherLevel");
  24. _playerUpgradesLevel[2] = PlayerPrefs.GetInt("_playerUpgradeWarriorLevel");
  25. _playerUpgradesLevel[3] = PlayerPrefs.GetInt("_playerUpgradeArcherLevel");
  26. _wallet = FindObjectOfType<Wallet>();
  27. UpdateText();
  28. }
  29. public void BuyWarrior()
  30. {
  31. if (_wallet.GetMoney >= GetPrice(0))
  32. {
  33. _wallet.UseMoney(GetPrice(0));
  34. _playerUpgradesLevel[0]++;
  35. ComponentsManager.PlayerArmyManager.AddNewWarrior();
  36. SaveDatas();
  37. UpdateText();
  38. }
  39. }
  40. public void BuyArcher()
  41. {
  42. if (_wallet.GetMoney >= GetPrice(1))
  43. {
  44. _wallet.UseMoney(GetPrice(1));
  45. _playerUpgradesLevel[1]++;
  46. ComponentsManager.PlayerArmyManager.AddNewArcher();
  47. SaveDatas();
  48. UpdateText();
  49. if (ComponentsManager.Tutorial)
  50. {
  51. if (ComponentsManager.Tutorial.GetStep == 1)
  52. ComponentsManager.Tutorial.NextStep(2, true);
  53. }
  54. }
  55. }
  56. public void UpgradeWarriors()
  57. {
  58. if (_wallet.GetMoney >= GetPrice(2))
  59. {
  60. _wallet.UseMoney(GetPrice(2));
  61. _playerUpgradesLevel[2]++;
  62. ComponentsManager.PlayerArmyManager.ResetPlayerWarriors();
  63. SaveDatas();
  64. UpdateText();
  65. }
  66. }
  67. public void UpgradeArchers()
  68. {
  69. if (_wallet.GetMoney >= GetPrice(3))
  70. {
  71. _wallet.UseMoney(GetPrice(3));
  72. _playerUpgradesLevel[3]++;
  73. ComponentsManager.PlayerArmyManager.ResetPlayerWarriors();
  74. SaveDatas();
  75. UpdateText();
  76. if (ComponentsManager.Tutorial)
  77. {
  78. if (ComponentsManager.Tutorial.GetStep == 3)
  79. ComponentsManager.Tutorial.NextStep(4, true);
  80. }
  81. }
  82. }
  83. public int GetWarriorLevelUpgrade()
  84. {
  85. return _playerUpgradesLevel[2];
  86. }
  87. public int GetArcherLevelUpgrade()
  88. {
  89. return _playerUpgradesLevel[3];
  90. }
  91. private int GetPrice(int id)
  92. {
  93. return (int) (GameBalance.UpgradeBase[id].BasePrice *
  94. Math.Pow(GameBalance.UpgradeBase[id].BasePriceCoefficient, _playerUpgradesLevel[id]));
  95. }
  96. private void UpdateText()
  97. {
  98. for (int i = 0; i < upgradePriceDisplayText.Length; i++)
  99. {
  100. upgradePriceDisplayText[i].SetText(GetPrice(i).ToString());
  101. levelDisplayText[i].SetText((_playerUpgradesLevel[i] + 1).ToString());
  102. }
  103. levelDisplayText[0].SetText((_playerUpgradesLevel[0] + 2).ToString());
  104. levelDisplayText[1].SetText((_playerUpgradesLevel[1]).ToString());
  105. }
  106. private void SaveDatas()
  107. {
  108. PlayerPrefs.SetInt("_playerWarriorLevel", _playerUpgradesLevel[0]);
  109. PlayerPrefs.SetInt("_playerArcherLevel", _playerUpgradesLevel[1]);
  110. PlayerPrefs.SetInt("_playerUpgradeWarriorLevel", _playerUpgradesLevel[2]);
  111. PlayerPrefs.SetInt("_playerUpgradeArcherLevel", _playerUpgradesLevel[3]);
  112. upgradeAudioSource.Play();
  113. }
  114. }