- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- /*public class ChangeInfoAttackUpgrades : MonoBehaviour
- {
- private PlayerAttackandBlock playerAttackandBlock;
- private PlayerGold playerGold;
- private PlayerLevel playerLevel;
- private OpenUpgrades openUpgrades;
- private InfoUpgrades infoUpgrades;
- public Button attackUpgrade1, attackUpgrade2, attackUpgrade3, attackUpgrade4;
- 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 = 5f;
- private float showMessageTimer = 0;
- public Text levelText;
- public Text goldText;
- public Text normalAtkText;
- public Text strongAtkText;
- private Attack attack1;
- private Attack attack2;
- private Attack attack3;
- private Attack attack4;
- public bool doUpgradeIsClicked = false;
- public bool attackBtn1Active = false;
- public bool attackBtn2Active = false;
- public bool attackBtn3Active = false;
- public bool attackBtn4Active = false;
- public bool attackUpgrade1Done = false;
- public bool attackUpgrade2Done = false;
- public bool attackUpgrade3Done = false;
- public bool attackUpgrade4Done = false;
- // Start is called before the first frame update
- void Start()
- {
- playerAttackandBlock = FindObjectOfType<PlayerAttackandBlock>();
- playerGold = FindObjectOfType<PlayerGold>();
- playerLevel = FindObjectOfType<PlayerLevel>();
- openUpgrades = FindObjectOfType<OpenUpgrades>();
- infoUpgrades = new InfoUpgrades();
- noGoldText.gameObject.SetActive(false);
- noLevelText.gameObject.SetActive(false);
- noGoldOrLevelText.gameObject.SetActive(false);
- alreadyDidText.gameObject.SetActive(false);
- upgradeDoneText.gameObject.SetActive(false);
- }
- // Update is called once per frame
- void Update()
- {
- //attackUpgrade1.onClick.AddListener(AttackBtn1Clicked);
- //attackUpgrade2.onClick.AddListener(AttackBtn2Clicked);
- //attackUpgrade3.onClick.AddListener(AttackBtn3Clicked);
- //attackUpgrade4.onClick.AddListener(AttackBtn4Clicked);
- //doUpgrade.onClick.AddListener(DoUpgradeBtnIsClicked);
- if (showMessageTimer <= 0)
- {
- noGoldText.gameObject.SetActive(false);
- noLevelText.gameObject.SetActive(false);
- noGoldOrLevelText.gameObject.SetActive(false);
- alreadyDidText.gameObject.SetActive(false);
- upgradeDoneText.gameObject.SetActive(false);
- }
- else
- {
- showMessageTimer -= Time.deltaTime;
- }
- }
- private void DoUpgradeBtnIsClicked()
- {
- doUpgradeIsClicked = true;
- showMessageTimer = showMessageCoolDownTimer;
- }
- private void AttackBtn1Clicked ()
- {
- //write info about the upgtrade
- levelText.text = "Level: " + attack1.level;
- goldText.text = "Gold: " + attack1.gold;
- normalAtkText.text = "Normal Attack: +" + attack1.natk;
- strongAtkText.text = "Strong Attack: +" + attack1.satk;
- attackBtn1Active = true;
- attackBtn2Active = false;
- attackBtn3Active = false;
- attackBtn4Active = false;
- if (playerGold.gold >= attack1.gold && playerLevel.Level >= attack1.level) //if player gold and level is more or equal than what is needed
- {
- if (doUpgradeIsClicked == true && attackUpgrade1Done == false)
- {
- playerAttackandBlock.normalPlayerAttack += attack1.natk;
- playerAttackandBlock.strongPlayerAttack += attack1.satk;
- doUpgradeIsClicked = false;
- attackUpgrade1Done = true;
- //upgradeDoneText.gameObject.SetActive(true);
- }
- }
- else if (playerGold.gold < attack1.gold && playerLevel.Level >= attack1.level && attackUpgrade1Done == false) //if player gold is less than what is needed, change text color
- {
- Debug.Log(noGoldText);
- Debug.Log(showMessageTimer);
- goldText.color = Color.red;
- if (showMessageTimer > 0)
- {
- noGoldText.gameObject.SetActive(true);
- }
- }
- else if (playerLevel.Level < attack1.level && playerGold.gold >= attack1.gold && attackUpgrade1Done == false) //if player level is less than what is needed, change text color
- {
- levelText.color = Color.red;
- if (showMessageTimer > 0)
- {
- noLevelText.gameObject.SetActive(true);
- Debug.Log(noLevelText);
- Debug.Log(showMessageTimer);
- }
- }
- else if (playerGold.gold < attack1.gold && playerLevel.Level < attack1.level && attackUpgrade1Done == false) //if player level and gold are less than ehat is needed, change text color
- {
- Debug.Log(noGoldOrLevelText);
- Debug.Log(showMessageTimer);
- goldText.color = Color.red;
- levelText.color = Color.red;
- if (showMessageTimer > 0)
- {
- noGoldOrLevelText.gameObject.SetActive(true);
- }
- }
- else if (attackUpgrade1Done == true) //if player already did this upgrade
- {
- if (showMessageTimer > 0)
- {
- alreadyDidText.gameObject.SetActive(true);
- Debug.Log(alreadyDidText);
- Debug.Log(showMessageTimer);
- }
- }
- }
- private void AttackBtn2Clicked()
- {
- //write info about the upgtrade
- levelText.text = "Level: " + attack2.level;
- goldText.text = "Gold: " + attack2.gold;
- normalAtkText.text = "Normal Attack: +" + attack2.natk;
- strongAtkText.text = "Strong Attack: +" + attack2.satk;
- attackBtn2Active = true;
- attackBtn1Active = false;
- attackBtn3Active = false;
- attackBtn4Active = false;
- if (playerGold.gold >= attack2.gold && playerLevel.Level >= attack2.level) //if player gold and level is more or equal than what is needed
- {
- if (doUpgradeIsClicked == true && attackUpgrade1Done == true && attackUpgrade2Done == false)
- {
- playerAttackandBlock.normalPlayerAttack += attack2.natk;
- playerAttackandBlock.strongPlayerAttack += attack2.satk;
- doUpgradeIsClicked = false;
- attackUpgrade2Done = true;
- }
- }
- if (playerGold.gold < attack2.gold && playerLevel.Level >= attack2.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 < attack2.level && playerGold.gold >= attack2.gold && attackUpgrade2Done == 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 < attack2.gold && playerLevel.Level < attack2.level && attackUpgrade2Done == 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 (attackUpgrade2Done == 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: " + attack3.level;
- goldText.text = "Gold: " + attack3.gold;
- normalAtkText.text = "Normal Attack: +" + attack3.natk;
- strongAtkText.text = "Strong Attack: +" + attack3.satk;
- attackBtn3Active = true;
- if (playerGold.gold >= attack3.gold && playerLevel.Level >= attack3.level) //if player gold and level is more or equal than what is needed
- {
- if (doUpgradeIsClicked == true && attackUpgrade2Done == true && attackUpgrade3Done == false)
- {
- playerAttackandBlock.normalPlayerAttack += attack3.natk;
- playerAttackandBlock.strongPlayerAttack += attack3.satk;
- doUpgradeIsClicked = false;
- attackUpgrade3Done = true;
- }
- }
- if (playerGold.gold < attack3.gold && playerLevel.Level >= attack3.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 < attack3.level && playerGold.gold >= attack3.gold && attackUpgrade3Done == 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 < attack3.gold && playerLevel.Level < attack3.level && attackUpgrade3Done == 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 (attackUpgrade3Done == 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: " + attack4.level;
- goldText.text = "Gold: " + attack4.gold;
- normalAtkText.text = "Normal Attack: +" + attack4.natk;
- strongAtkText.text = "Strong Attack: +" + attack4.satk;
- attackBtn4Active = true;
- if (playerGold.gold >= attack4.gold && playerLevel.Level >= attack4.level) //if player gold and level is more or equal than what is needed
- {
- if (doUpgradeIsClicked == true && attackUpgrade3Done == true && attackUpgrade4Done == false)
- {
- playerAttackandBlock.normalPlayerAttack += attack4.natk;
- playerAttackandBlock.strongPlayerAttack += attack4.satk;
- doUpgradeIsClicked = false;
- attackUpgrade4Done = true;
- }
- }
- if (playerGold.gold < attack4.gold && playerLevel.Level >= attack4.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 < attack4.level && playerGold.gold >= attack4.gold && attackUpgrade4Done == 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 < attack4.gold && playerLevel.Level < attack4.level && attackUpgrade4Done == 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 (attackUpgrade1Done == true) //if player already did this upgrade
- {
- if (showMessageTimer > 0)
- {
- alreadyDidText.gameObject.SetActive(true);
- showMessageTimer -= Time.deltaTime;
- }
- }
- }
- }*/