Hi, I am having a problem and that is I want the buy button change to equip button if in game currency purchase went successfully of the particular item that player bought. I have 2 buttons buyButton and equipButton I want buybutton to disable and equipButton after a successful purchase of a particular item. Here is the script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.EventSystems;
public class shop : MonoBehaviour
{
public TMPro.TextMeshProUGUI scoreText;
public GameObject Item1;
public GameObject Item2;
public GameObject Item3;
public GameObject Item4;
public TMPro.TextMeshProUGUI notenough;
public TMPro.TextMeshProUGUI notenough1;
public TMPro.TextMeshProUGUI notenough2;
public TMPro.TextMeshProUGUI notenough3;
public GameObject buyButton;
public GameObject equipButton;
public float sec = 14f;
private Dictionary<GameObject, float> ItemPrices;
void Start ()
{
scoreText.text = "Score : " + ((int)PlayerPrefs.GetFloat ("Highscore")).ToString();
ItemPrices = new Dictionary<GameObject, float>()
{
{ Item1, 50f },
{ Item2, 80f },
{Item3, 3500f},
{ Item4, 5000f },
};
notenough.enabled = false;
notenough1.enabled = false;
notenough2.enabled = false;
notenough3.enabled = false;
}
public void PurchaseItem(GameObject Item)
{
foreach(KeyValuePair<GameObject, float> item in ItemPrices)
{
if (item.Key == Item)
{
float price = item.Value;
float val = PlayerPrefs.GetFloat ("Highscore");
if(val >= price)
{
val -= item.Value;
PlayerPrefs.SetFloat("Highscore", val);
scoreText.text = "Score : " + ((int)PlayerPrefs.GetFloat ("Highscore")).ToString();
/* if(item.Key == Item)
{
buyButton.SetActive(false);
equipButton.SetActive(true);
}*/
// Take away the cost of the item from the player's currency
//PlayerPrefs.GetFloat ("Highscore") -= item.Value;
}
else
{
Debug.Log("not enough money");
notenough.enabled = true;
notenough1.enabled = true;
notenough2.enabled = true;
notenough3.enabled = true;
Invoke("noen", 2);
}
}
}
}
/*public void buy()
{
if (val >= price)
{
PurchaseItem();
}
else
{
}*/
public void noen()
{
notenough.enabled = false;
notenough1.enabled = false;
notenough2.enabled = false;
notenough3.enabled = false;
}
}