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Implement skin unlocking & equipping #80

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Murkantilism opened this issue May 10, 2014 · 5 comments
Open

Implement skin unlocking & equipping #80

Murkantilism opened this issue May 10, 2014 · 5 comments

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@Murkantilism
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To unlock skins, write to a text file via the shop. Then check text file at runtime and set skin based on which ones are unlocked and equipped.

http://forum.unity3d.com/threads/8864-How-to-write-a-file

Also implement buttons in the store to switch or "equip" the different skins.

@Murkantilism Murkantilism added this to the Milestone 6 milestone May 10, 2014
@Murkantilism Murkantilism self-assigned this May 10, 2014
@Murkantilism
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Implemented, published to Google Play beta for testing

@Murkantilism
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Unlocking & equippeding not working properly, either:

-Soomla (the open-source framework I'm using) isn't properly getting or sending the message that a purchase has occurred. Users can make a skin purchase and get charged for it, but nothing changes in-game.
-If Soomla is working properly, the in-game logic I wrote isn't working properly.

@Murkantilism
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By constantly checking if the skins have been purchased in ChromacoreStore.cs, I've resolved half the problem. Now I believe the issue with communication between Google Play, Soomla, and my own code is fixed. However there is still some bug likely in my own code somewhere.

@Murkantilism
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Skins now purchase and unlock properly, but equip functionality still isn't there. Rewrote some of the equip code to simplify it.

@Murkantilism
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Scrapped and re-wrote all of the unlocking and equip code, still running into the same issues of unchanging boolean flags. Just published one last push with potential fixes.

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