using System.Collections; using System.Collections.Generic; using Unity.VisualScripting; using UnityEngine; public enum MoneyType { Stones,//钻石 Forging,//锻造 Coins,//金币 Ore//矿石 } public class PlayerManager { private static PlayerManager _instance; public Main_jiekou main_Jiekou; public static PlayerManager Instance { get { if (_instance == null) { _instance = new PlayerManager(); } return _instance; } } public float Stones = 10000; public float Forging = 10000; public float Coins = 10000; public float Ore = 10000; public void SetMoney(MoneyType type,float num) { switch (type) { case MoneyType.Stones: if ((Stones + num) < 0) { Promptmgr.Instance.PromptBubble("砖石不足!!!",Color.black,Color.red); return; } Stones += num; Promptmgr.assestPanel.SetStoneText(Stones); break; case MoneyType.Forging: if((Forging + num) < 0) { Promptmgr.Instance.PromptBubble("锻造币不足!!!", Color.black, Color.red); return; } Forging += num; Promptmgr.assestPanel.SetForgingText(Forging); break; case MoneyType.Coins: if ((Coins + num) < 0) { Promptmgr.Instance.PromptBubble("锻造币不足!!!", Color.black, Color.red); return; } Coins += num; Promptmgr.assestPanel.SetCoinText(Coins); break; case MoneyType.Ore: if ((Ore + num) < 0) { Promptmgr.Instance.PromptBubble("矿石不足!!!", Color.black, Color.red); return; } Ore += num; Promptmgr.assestPanel.SetOreText(Ore); break; } } public float GetNumer(MoneyType type) { switch (type) { case MoneyType.Stones: return Stones; case MoneyType.Forging: return Forging; case MoneyType.Coins: return Coins; case MoneyType.Ore: return Ore; } return 0; } }