using UnityEngine; using System.Collections.Generic; /// /// This component is responsible of the Inventory which listens for purchases from the StoreManager, and increments the inventory count /// for items being tracked in the inventory /// /// It keeps the inventory stored in PlayerPrefs. /// Besides keeping count, it also helps in keeping track of items to be equipped in the next game using ToggleEquip. /// Once the equipped items need to be consumed (i.e. item count needs to be decremented), ConsumeEquipped needs to be called. /// Other query methods for UI purposes are available (HasEquipped and GetPowerupCount) /// /// Note that each purchase counts as 5 items of the bought product, e.g. LifePack is 5 hearts. This might change in the future and might need to updated accordingly /// public class InventoryManager : GenericInventoryManager { private const string ALREADY_GIVEN_START_WAVES = "awgpbdfge"; private const int START_WAVES = 3; void Start() { CoreNotificationCenter.AddListener(OnReceivedStoreProducts, CoreNotificationType.ReceivedStoreProducts); } void OnDestroy() { CoreNotificationCenter.RemoveListener(OnReceivedStoreProducts, CoreNotificationType.ReceivedStoreProducts); } void OnReceivedStoreProducts(CoreNotification note) { if (PlayerPrefs.GetInt(ALREADY_GIVEN_START_WAVES, 0) == 0) { for (int i = 0; i < START_WAVES; i++) { InventoryManager.Instance.Increment(InventoryItem.specialwave); } PlayerPrefs.SetInt(ALREADY_GIVEN_START_WAVES, 1); PlayerPrefs.Save(); } } }