UpgradeButton
How do I use Upgrade Button
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
49 | upgradeButton.SetActive (true); | 1 |
172 | upgradeButton.SetActive (false); | 2 |
178 | public void UpgradeButton(){ | 3 |
66 | upgradeButton.SetActive(true); | 4 |
File name: GameplayController.cs
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40 void InitializeGameplayVariables(){
41 if(GameController.instance != null){
42 InitializeCoins ();
43 InitializeWeaponLevel ();
44 InitializeUpgradePrice ();
45 }
46 InitializePlayer ();
47 statusTab.SetActive (true);
48 deployButton.SetActive (true);
49 upgradeButton.SetActive (true);
50 coinTab.SetActive (false);
51 gameoverPanel.SetActive (false);
52 startMoving = false;
53 }
File name: GameplayController.cs
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169 public void DeployButton(){
170 statusTab.SetActive (false);
171 deployButton.SetActive (false);
172 upgradeButton.SetActive (false);
173 coinTab.SetActive (true);
174 Instantiate (cloud, new Vector3(0, 0, 0), Quaternion.identity);
175 startMoving = true;
176 }
File name: GameplayController.cs
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178 public void UpgradeButton(){
179 upgradMenuPanel.SetActive (true);
180 }
File name: UpgradeLayer.cs
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54 public void UpdateUI(int itemIndex)
55 {
56 if (upgradeInfo == null) return;
57 this.itemIndex = itemIndex;
58 if (upgradeInfo.getLevel(Attr.currentAnimal, itemIndex) < 5)
59 {
60 currentLevelLabel.gameObject.SetActive(true);
61 nextLevelLabel.gameObject.SetActive(true);
62 goldLabel.gameObject.SetActive(true);
63 nextLevel.SetActive(true);
64 maxLevelLabel.gameObject.SetActive(false);
65 boardGold.SetActive(true);
66 upgradeButton.SetActive(true);
67
68 currentLevelLabel.setText(itemNames[itemIndex] + " Lv" + upgradeInfo.getLevel(Attr.currentAnimal, itemIndex) + " : " + upgradeInfo.getItem(Attr.currentAnimal, itemIndex, false), 0, 12);
69 nextLevelLabel.setText(itemNames[itemIndex] + " Lv" + (upgradeInfo.getLevel(Attr.currentAnimal, itemIndex) + 1) + " : " + upgradeInfo.getItem(Attr.currentAnimal, itemIndex, true), 0, 12);
70 goldLabel.setText("" + upgradeInfo.getCostItem(Attr.currentAnimal, itemIndex), 0, 0);
71
72 }
73 else
74 {
75 currentLevelLabel.gameObject.SetActive(false);
76 nextLevelLabel.gameObject.SetActive(false);
77 goldLabel.gameObject.SetActive(false);
78 nextLevel.SetActive(false);
79 maxLevelLabel.gameObject.SetActive(true);
80 boardGold.SetActive(false);
81 upgradeButton.SetActive(false);
82 }
83
84 levelIconItems[itemIndex].GetComponent
85 }
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