using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /*public class ChangeInfoDefenseUpgrades : MonoBehaviour { private PlayerAttackandBlock playerAttackandBlock; private PlayerGold playerGold; private PlayerLevel playerLevel; private OpenUpgrades openUpgrades; public Button defenseUpgrade1; public Button defenseUpgrade2; public Button defenseUpgrade3; public Button defenseUpgrade4; public Button doUpgrade; public GameObject noGoldText; //player has no gold but still trys to do the upgrade public GameObject noLevelText; //player has a lower level than what is needed but still trys to do the upgrade public GameObject noGoldOrLevelText; public GameObject alreadyDidText; //player did this upgrade before but trys to do it again public GameObject upgradeDoneText; //player has gold, level and didn't do this upgrade before and does the upgrade public float showMessageCoolDownTimer = 2f; private float showMessageTimer = 0; public Text levelText; public Text goldText; public Text defText; private Defense defense1; private Defense defense2; private Defense defense3; private Defense defense4; public bool doUpgradeIsClicked = false; public bool defenseBtn1Active = false; public bool defenseBtn2Active = false; public bool defenseBtn3Active = false; public bool defenseBtn4Active = false; public bool defenseUpgrade1Done = false; public bool defenseUpgrade2Done = false; public bool defenseUpgrade3Done = false; public bool defenseUpgrade4Done = false; // Start is called before the first frame update void Start() { playerAttackandBlock = FindObjectOfType<PlayerAttackandBlock>(); playerGold = FindObjectOfType<PlayerGold>(); playerLevel = FindObjectOfType<PlayerLevel>(); openUpgrades = FindObjectOfType<OpenUpgrades>(); defense1 = new Defense(); defense1.level = 2; defense1.gold = 20; defense1.def = 10; // def - defense defense2 = new Defense(); defense2.level = 3; defense2.gold = 40; defense2.def = 15; defense3 = new Defense(); defense3.level = 4; defense3.gold = 60; defense3.def = 20; defense4 = new Defense(); defense4.level = 5; defense4.gold = 80; defense4.def = 25; } void Update() { Cursor.visible = true; defenseUpgrade1.onClick.AddListener(AttackBtn1Clicked); defenseUpgrade2.onClick.AddListener(AttackBtn2Clicked); defenseUpgrade3.onClick.AddListener(AttackBtn3Clicked); defenseUpgrade4.onClick.AddListener(AttackBtn4Clicked); doUpgrade.onClick.AddListener(DoUpgradeBtnIsClicked); } private void DoUpgradeBtnIsClicked() { doUpgradeIsClicked = true; } private void AttackBtn1Clicked() { //write info about the upgtrade levelText.text = "Level: " + defense1.level; goldText.text = "Gold: " + defense1.gold; defText.text = "Normal Attack: +" + defense1.def; defenseBtn1Active = true; if (playerGold.gold >= defense1.gold && playerLevel.Level >= defense1.level) //if player gold and level is more or equal than what is needed { if (doUpgradeIsClicked == true && defenseUpgrade1Done == false) { playerAttackandBlock.defensePlayer += defense1.def; doUpgradeIsClicked = false; defenseUpgrade1Done = true; } } if (playerGold.gold < defense1.gold && playerLevel.Level >= defense1.level) //if player gold is less than what is needed, change text color { goldText.color = Color.red; if (showMessageTimer > 0) { noGoldText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (playerLevel.Level < defense1.level && playerGold.gold >= defense1.gold && defenseUpgrade1Done == false) //if player level is less than what is needed, change text color { levelText.color = Color.red; if (showMessageTimer > 0) { noLevelText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (playerGold.gold < defense1.gold && playerLevel.Level < defense1.level && defenseUpgrade1Done == false) //if player level and gold are less than ehat is needed, change text color { goldText.color = Color.red; levelText.color = Color.red; if (showMessageTimer > 0) { noLevelText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (defenseUpgrade1Done == true) //if player already did this upgrade { if (showMessageTimer > 0) { alreadyDidText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } } private void AttackBtn2Clicked() { //write info about the upgtrade levelText.text = "Level: " + defense2.level; goldText.text = "Gold: " + defense2.gold; defText.text = "Normal Attack: +" + defense2.def; defenseBtn2Active = true; if (playerGold.gold >= defense2.gold && playerLevel.Level >= defense2.level) //if player gold and level is more or equal than what is needed { if (doUpgradeIsClicked == true && defenseUpgrade1Done == true && defenseUpgrade2Done == false) { playerAttackandBlock.defensePlayer += defense2.def; doUpgradeIsClicked = false; defenseUpgrade2Done = true; } } if (playerGold.gold < defense2.gold && playerLevel.Level >= defense2.level) //if player gold is less than what is needed, change text color { goldText.color = Color.red; if (showMessageTimer > 0) { noGoldText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (playerLevel.Level < defense2.level && playerGold.gold >= defense2.gold && defenseUpgrade2Done == false) //if player level is less than what is needed, change text color { levelText.color = Color.red; if (showMessageTimer > 0) { noLevelText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (playerGold.gold < defense2.gold && playerLevel.Level < defense2.level && defenseUpgrade2Done == false) //if player level and gold are less than ehat is needed, change text color { goldText.color = Color.red; levelText.color = Color.red; if (showMessageTimer > 0) { noLevelText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (defenseUpgrade2Done == true) //if player already did this upgrade { if (showMessageTimer > 0) { alreadyDidText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } } private void AttackBtn3Clicked() { //write info about the upgtrade levelText.text = "Level: " + defense3.level; goldText.text = "Gold: " + defense3.gold; defText.text = "Normal Attack: +" + defense3.def; defenseBtn3Active = true; if (playerGold.gold >= defense3.gold && playerLevel.Level >= defense3.level) //if player gold and level is more or equal than what is needed { if (doUpgradeIsClicked == true && defenseUpgrade2Done == true && defenseUpgrade3Done == false) { playerAttackandBlock.defensePlayer += defense3.def; doUpgradeIsClicked = false; defenseUpgrade3Done = true; } } if (playerGold.gold < defense3.gold && playerLevel.Level >= defense3.level) //if player gold is less than what is needed, change text color { goldText.color = Color.red; if (showMessageTimer > 0) { noGoldText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (playerLevel.Level < defense3.level && playerGold.gold >= defense3.gold && defenseUpgrade3Done == false) //if player level is less than what is needed, change text color { levelText.color = Color.red; if (showMessageTimer > 0) { noLevelText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (playerGold.gold < defense3.gold && playerLevel.Level < defense3.level && defenseUpgrade3Done == false) //if player level and gold are less than ehat is needed, change text color { goldText.color = Color.red; levelText.color = Color.red; if (showMessageTimer > 0) { noLevelText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (defenseUpgrade3Done == true) //if player already did this upgrade { if (showMessageTimer > 0) { alreadyDidText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } } private void AttackBtn4Clicked() { //write info about the upgtrade levelText.text = "Level: " + defense4.level; goldText.text = "Gold: " + defense4.gold; defText.text = "Normal Attack: +" + defense4.def; defenseBtn4Active = true; if (playerGold.gold >= defense4.gold && playerLevel.Level >= defense4.level) //if player gold and level is more or equal than what is needed { if (doUpgradeIsClicked == true && defenseUpgrade3Done == true && defenseUpgrade4Done == false) { playerAttackandBlock.defensePlayer += defense4.def; doUpgradeIsClicked = false; defenseUpgrade4Done = true; } } if (playerGold.gold < defense4.gold && playerLevel.Level >= defense4.level) //if player gold is less than what is needed, change text color { goldText.color = Color.red; if (showMessageTimer > 0) { noGoldText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (playerLevel.Level < defense4.level && playerGold.gold >= defense4.gold && defenseUpgrade4Done == false) //if player level is less than what is needed, change text color { levelText.color = Color.red; if (showMessageTimer > 0) { noLevelText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (playerGold.gold < defense4.gold && playerLevel.Level < defense4.level && defenseUpgrade4Done == false) //if player level and gold are less than ehat is needed, change text color { goldText.color = Color.red; levelText.color = Color.red; if (showMessageTimer > 0) { noLevelText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } else if (defenseUpgrade4Done == true) //if player already did this upgrade { if (showMessageTimer > 0) { alreadyDidText.gameObject.SetActive(true); showMessageTimer -= Time.deltaTime; } } } }*/