sea-battle-vr/Assets/Scripts/Menu/PaymentGate.cs

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C#
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using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Определяет хватает ли денег для прохождения в режимы
/// </summary>
public class PaymentGate : MonoBehaviour
{
[SerializeField] private PaymentUI paymentUI;
public Dictionary<GameMode, bool> gameModeAccess { get; private set; }
private List<GameMode> cachedGameModes;
public void Initialize(List<GameMode> gameModes)
{
FillAccessDictionary(gameModes);
cachedGameModes = new List<GameMode>(gameModeAccess.Keys);
WalletManager.OnBalanceChanged += Refresh;
paymentUI.GamemodeChosen += TryEnterGameMode;
}
private void OnDestroy()
{
WalletManager.OnBalanceChanged -= Refresh;
paymentUI.GamemodeChosen -= TryEnterGameMode;
}
public void Refresh(int currentBalance)
{
foreach (var gameMode in cachedGameModes)
{
gameModeAccess[gameMode] = EnoughMoney(gameMode, currentBalance);
}
paymentUI.Refresh();
}
public void TryEnterGameMode(GameMode gameMode)
{
if(!gameModeAccess.ContainsKey(gameMode))
{
Debug.LogError($"Не найдена запись о доступе в режим {gameMode.name}");
return;
}
if (gameModeAccess[gameMode])
{
WalletManager.TakeMoney(gameMode.Price);
SceneLoader.LoadScene(gameMode.SceneName);
}
else
{
Debug.Log($"Режим {gameMode.Alias} недоступен");
}
}
private void FillAccessDictionary(List<GameMode> gameModes)
{
gameModeAccess = new Dictionary<GameMode, bool>();
foreach (GameMode gameMode in gameModes)
gameModeAccess[gameMode] = EnoughMoney(gameMode, WalletManager.Balance);
}
private bool EnoughMoney(GameMode gameMode, int balance) => balance >= gameMode.Price;
}