sea-battle-vr/Assets/Scripts/Awards/AwardsInstruction.cs

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C#
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using TMPro;
using UnityEngine;
public class AwardsInstruction : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI BalanceLabel;
[SerializeField] private GameObject RevengeGO;
[SerializeField] private TextMeshProUGUI RevengeLabel;
private bool _freeplay;
private int _revengePrice;
private int _normalPrice;
private string _valuta;
public void Init()
{
_freeplay = SettingsManager.GetBool(SettingKey.Freeplay, false);
_revengePrice = SettingsManager.GetInt(SettingKey.RevengePrice, 10);
_normalPrice = SettingsManager.GetInt(SettingKey.GamePrice, 10);
_valuta = SettingsManager.GetString(SettingKey.Valuta, "руб.");
if (!_freeplay)
{
WalletManager.OnBalanceChanged += UpdateBalance;
UpdateBalance(WalletManager.Balance);
ConfigureRevengeSign();
}
RevengeGO.SetActive(!_freeplay);
BalanceLabel.gameObject.SetActive(!_freeplay);
}
private void OnDestroy()
{
WalletManager.OnBalanceChanged -= UpdateBalance;
}
private void UpdateBalance(int balance)
{
if (_freeplay) return;
string valutaPluralized = _valuta == "руб." ? PluralizeUtil.Rubles(balance) : PluralizeUtil.Tokens(balance);
BalanceLabel.text = $"Баланс: {balance} {valutaPluralized}";
}
private void ConfigureRevengeSign()
{
string priceText;
int balance = WalletManager.Balance;
string valutaPluralized = _valuta == "руб." ? PluralizeUtil.Rubles(_revengePrice) : PluralizeUtil.Tokens(_revengePrice);
//if (_revengePrice < _normalPrice)
//{
// priceText = $"<s>{_normalPrice}</s> {_revengePrice}";
//}
//else
//{
priceText = $"{_revengePrice}";
//}
RevengeLabel.text = $"{priceText} {valutaPluralized}";
}
}