I'm trying to make a simple condition:
If the value I have, is less than the price it costs the item, the button is disabled.
If the value I have, is greater than or equal to the price it costs the item the button is enabled and I can buy it.
But when I test, I have some problems.
First, if I have less than the item cost the button is enabled, and only when I click on it it is when it disables.
Second, if I have less than the item cost and I click on it it disables, but if I get enough to purchase the item, the button is not enabled again.
How do I to be checked these variables all the time? If I have enough the button is enabled if you do not have it disables.
Bellow my scrip:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class BuySkin : MonoBehaviour {
public int price;
public Button buyBee1;
void OnEnable ()
{
//Register Button Events
buyBee1.onClick.AddListener (() => buySkin (buyBee1));
}
public void buySkin(Button button)
{
if (BeeCoinScore.coin >= price) {
BeeCoinScore.coin -= price;
buyBee1.interactable = false;
}
if (BeeCoinScore.coin < price) {
buyBee1.interactable = false;
}
}
void OnDisable ()
{
//Un-Register Button Events
buyBee1.onClick.RemoveAllListeners ();
}
}
Try this out with some prefabs!
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class GameController : MonoBehaviour
{
public int coins;
private int spherePrice = 100, cubePrice = 50;
public GameObject player;
public GameObject[] availablePrefabs;
public List<GameObject> mySkins;
public Button btnSphere, btnCube;
public Text txtSphere, txtCube;
void Start ()
{
string serializedMySkins = PlayerPrefs.GetString ("skins", "");
string serializedPlayer = PlayerPrefs.GetString ("player", "");
// skins desserialization
if (serializedMySkins == "")
mySkins = new List<GameObject> ();
else {
var a = serializedMySkins.Split (',');
for (int i = 0; i < a.Length; i++) {
if (a [i] == "Sphere") {
mySkins.Add (availablePrefabs [0]);
}
if (a [i] == "Cube") {
mySkins.Add (availablePrefabs [1]);
}
}
}
// player desserialization
if (serializedPlayer != "") {
if (serializedPlayer == "Sphere") {
player = availablePrefabs [0];
}
if (serializedPlayer == "Cube") {
player = availablePrefabs [1];
}
} else {
player = mySkins [0];
}
coins = PlayerPrefs.GetInt ("coins", 0);
coins = 1000;
}
void Update ()
{
if (mySkins.Contains (availablePrefabs [0])) {
txtSphere.text = "Usar esfera";
} else {
btnSphere.interactable = coins >= spherePrice;
}
if (mySkins.Contains (availablePrefabs [1])) {
txtCube.text = "Usar cubo";
} else {
btnCube.interactable = coins >= cubePrice;
}
}
public void play ()
{
player = (GameObject)Instantiate (player, new Vector2 (0, 0), Quaternion.identity);
}
public void verifySkin (GameObject skinPrefab)
{
if (mySkins.Contains (skinPrefab)) {
useSkin (skinPrefab);
} else if (coins >= priceOf (skinPrefab)) {
buySkin (skinPrefab, priceOf (skinPrefab));
}
}
public void buySkin (GameObject skinPrefab, int price)
{
mySkins.Add (skinPrefab);
coins -= price;
string skinsHash = "";
for (int i = 0; i < mySkins.Count; i++) {
skinsHash += mySkins [i].name + ",";
}
Debug.Log (skinsHash);
PlayerPrefs.SetInt ("coins", coins);
PlayerPrefs.SetString ("skins", skinsHash);
PlayerPrefs.Save ();
}
public void useSkin (GameObject skinPrefab)
{
player = skinPrefab;
PlayerPrefs.SetString ("player", player.name);
PlayerPrefs.Save ();
}
private int priceOf (GameObject skinPrefab)
{
if (skinPrefab == availablePrefabs [0])
return spherePrice;
else if (skinPrefab == availablePrefabs [1])
return cubePrice;
else
return 0;
}
}