hellbound/Assets/Scripts/Game/UI/Windows/OfflineWindow.cs

97 lines
2.4 KiB
C#

using System;
using System.Collections;
using game;
using RND.SDK;
using UnityEngine;
using UnityEngine.UI;
public class OfflineWindow : ParameterWindow<int>
{
[SerializeField] private TimerRewardButtonsSection _rewardButtons;
[SerializeField] private Text _coinsEarn;
private int _bonusAmount;
protected override void OnInit()
{
_rewardButtons.Begin();
_rewardButtons.SetCallback(OnRewardSectionResult);
}
protected override void OnShow(int argument)
{
_rewardButtons.Begin();
UI.ShowWindow<CoinsCounterWindow>();
_bonusAmount = argument;
_coinsEarn.text = argument.ToString();
}
private void AddCoins(int multiplier = 1)
{
ProductStatistics.ResourcesEvent(EnumProductResourcesFlow.SOURCES, "gold", _bonusAmount * multiplier, "offline",
EnumHelper.IdFromConsumableType(EnumConsumable.COIN).ToString());
Save.Inventory.AddConsumableItem(EnumConsumable.COIN, (uint)(_bonusAmount * multiplier));
}
private IEnumerator PreCloseRoutine()
{
_rewardButtons.Hide();
//constants?
var delayBeforeMove = 0.15f;
var delayAfterMove = 1f;
var coinsCount = 15;
var coins = gameObject.AddComponent<ScreenCoins>();
coins.Init(coinsCount);
yield return new WaitForSeconds(delayBeforeMove);
yield return StartCoroutine(coins.MoveCoins());
yield return new WaitForSeconds(delayAfterMove);
UI.ShowWindow<MainWindow>();
UI.ShowWindow<CoinsCounterWindow>();
Close();
}
private void OnRewardSectionResult(EnumRewardResult result)
{
switch (result)
{
case EnumRewardResult.SKIP:
OnPlayerSkipReward();
break;
case EnumRewardResult.FAIL:
OnPlayerFailReward();
break;
case EnumRewardResult.NEED_REWARD:
OnPlayerNeedReward();
break;
default:
throw new ArgumentOutOfRangeException(nameof(result), result, null);
}
}
private void OnPlayerSkipReward()
{
AddCoins();
StartCoroutine(PreCloseRoutine());
}
private void OnPlayerFailReward()
{
_rewardButtons.Begin();
}
private void OnPlayerNeedReward()
{
AddCoins(_rewardButtons.Power);
StartCoroutine(PreCloseRoutine());
}
}