rise-and-swine/Assets/Scripts/Assembly-CSharp/OnPurchaseSucceeded.cs
2023-02-25 23:04:03 -05:00

45 lines
1.1 KiB
C#

using UnityEngine;
public class OnPurchaseSucceeded : WPFMonoBehaviour
{
private void Awake()
{
GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(this.particlesPrefab);
this.particles = gameObject.GetComponent<ParticleSystem>();
this.particles.Stop();
IapManager.onPurchaseSucceeded += this.OnPurchase;
}
private void OnDestroy()
{
IapManager.onPurchaseSucceeded -= this.OnPurchase;
}
private void OnPurchase(IapManager.InAppPurchaseItemType item)
{
for (int i = 0; i < this.items.Length; i++)
{
if (this.items[i] == item)
{
this.particles.transform.position = base.transform.position;
this.particles.Play();
Singleton<AudioManager>.Instance.Play2dEffect(WPFMonoBehaviour.gameData.commonAudioCollection.snoutCoinPurchase);
if (this.buildMenu != null)
{
this.buildMenu.RefreshPowerUpCounts();
}
break;
}
}
}
public InGameBuildMenu buildMenu;
[SerializeField]
private IapManager.InAppPurchaseItemType[] items;
[SerializeField]
private GameObject particlesPrefab;
private ParticleSystem particles;
}