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63 lines
2.6 KiB
63 lines
2.6 KiB
using System;
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using System.Configuration;
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using UnityEngine;
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/// <summary>
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/// This is a concrete, empty model for the buy state of the shop for you to implement
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/// </summary>
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public class BuyModel : ShopModel
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{
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private Inventory tradePartner;
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public BuyModel(float pPriceModifier, int pItemCount, int pMoney) : base(pPriceModifier, pItemCount, pMoney)
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{
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}
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// Rather than modifying the whole class, we just reuse the existing stuff but don't make it create any items.
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// This makes it less work to make proper functionality, without having to break any potential old functionality.
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// Additionally, saves us work having to rip out the inventory's own ability to generate items.
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// Edit: Nevermind, let's just allow setting the inventory in the constructor, for shared inventories between models!
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public BuyModel(ShopObject pShopInitials, Inventory inventory = null) : this(pShopInitials.PriceModifier, 0, 0)
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{
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if (inventory != null) this.inventory = inventory;
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}
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//------------------------------------------------------------------------------------------------------------------------
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// ConfirmSelectedItem()
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//------------------------------------------------------------------------------------------------------------------------
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//Currently it just removes the selected item from the shop's inventory, rewrite this function and don't forget the unit test.
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public override void ConfirmSelectedItem()
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{
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if (tradePartner == null)
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{
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Debug.Assert(false,"Could not make trade because the shop has no trade partner");
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throw new NoTradePartnerException();
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}
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// if (tradePartner.Money < GetSelectedItem().basePrice * priceModifier)
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// {
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// var up = new NotEnoughMoneyException();
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// throw up; // If you find this, you can keep it!
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// }
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var item = GetSelectedItem();
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tradePartner.ChangeBalance((int) (-item.basePrice * priceModifier));
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OnRemove(item); // If there's a view subscribed, this will probably remove the item from it
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inventory.RemoveItemByIndex(selectedItemIndex); // Before removing the item from the model's actual inventory
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tradePartner.AddItem(item);
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SelectItemByIndex(selectedItemIndex >= inventory.GetItemCount() ? --selectedItemIndex : selectedItemIndex);
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}
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public override void SetTradePartner(Inventory tradePartner)
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{
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this.tradePartner = tradePartner;
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}
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}
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public class NoTradePartnerException : Exception
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{
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}
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public class InsufficientMoneyException : Exception
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{
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}
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