Nice, I hadn't completed a match during testing and they did not apply.
Another question/bug - When a character is available in the Player Select screen, but has not been purchased, the player button is blacked out, but you can still select the character bypassing the purchase lock.
In the screen, you can see the third character has a price and is blacked out, but you can still click and select the character for use.
Is there a function I need to set or is this possibly a bug?
Shop
- Lovatto
- Admin
- Posts: 1834
- Joined: Sun Dec 07, 2014 3:18 pm
- Contact:
This is a bug, I have fixed, please replace the code of bl_PSOperatorUI.cs with this:
Code: Select all
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace MFPS.PlayerSelector
{
public class bl_PSOperatorUI : MonoBehaviour
{
public Image PreviewImage;
public GameObject BlockedUI;
public GameObject SelectedUI;
private bl_PlayerSelectorLobby Manager;
private bl_PlayerSelectorInfo cacheInfo;
public bool isBlocked = false;
public void SetUp(bl_PlayerSelectorInfo info, bl_PlayerSelectorLobby manager)
{
Manager = manager;
cacheInfo = info;
PreviewImage.sprite = info.Preview;
SelectedUI.SetActive(info.isEquipedOne());
#if SHOP && ULSP
if (info.Price > 0 && bl_DataBase.Instance != null)
{
int pID = bl_PlayerSelectorData.Instance.GetPlayerID(info.Name);
bool unlock = bl_DataBase.Instance.LocalUser.ShopData.isItemPurchase(ShopItemType.PlayerSkin, pID);
isBlocked = !unlock;
BlockedUI.SetActive(!unlock);
}
else { BlockedUI.SetActive(false); }
#else
BlockedUI.SetActive(false);
#endif
}
public void OnOver()
{
Manager.OnShowUpOp(cacheInfo);
}
public void OnExit()
{
Manager.ShowUpSelectedOne(cacheInfo.team);
}
public void SelectThis()
{
if (isBlocked) return;
Manager.SelectOperator(cacheInfo);
bl_PSOperatorUI[] all = transform.parent.GetComponentsInChildren<bl_PSOperatorUI>();
foreach(bl_PSOperatorUI ui in all)
{
ui.SelectedUI.SetActive(false);
}
SelectedUI.SetActive(true);
}
}
}
- KKHackLabs
- Member
- Posts: 52
- Joined: Thu May 07, 2020 3:34 pm
How do you edit the Weapon Names for the integration of the Shop and the Weapon Pack #1?
- Lovatto
- Admin
- Posts: 1834
- Joined: Sun Dec 07, 2014 3:18 pm
- Contact:
By editing the weapon info in GameData.KKHackLabs wrote: ↑Wed May 13, 2020 6:09 pm How do you edit the Weapon Names for the integration of the Shop and the Weapon Pack #1?
MFPS Resources folder -> GameData -> All Weapons -> [Find your weapon] -> Change the Name.
- KKHackLabs
- Member
- Posts: 52
- Joined: Thu May 07, 2020 3:34 pm
Are there any available details or docs about paypal integration?
I found where the options are to integrate and the drop down option within Unity, but there are no further details. And, the assetstore link to resource is no longer availble.
Thanks
I found where the options are to integrate and the drop down option within Unity, but there are no further details. And, the assetstore link to resource is no longer availble.
Thanks
- InCodeWeTrust
- Contributor
- Posts: 18
- Joined: Wed Mar 27, 2019 10:05 am
Found a bug with how the buy coins options works from the main menu.
From the main menu scene, if you click on -> TopMenu -> Profile -> Buy Coins.
It throws this Error:
From what I can tell the Shop panel is deactivated somewhere in the code during start up.
If the Shop Panel is enabled in the editor before pressing the button it will show the buy coins as normal.
I can't seem to find where its disabling the contents as this is where the issue is.
It should turn of the Shop panel content, not the entire shop game object.
Logging in does not change the error.
From the main menu scene, if you click on -> TopMenu -> Profile -> Buy Coins.
It throws this Error:
Code: Select all
NullReferenceException: Object reference not set to an instance of an object
bl_Lobby.ShowBuyCoins () (at Assets/MFPS/Scripts/Network/Lobby/bl_Lobby.cs:596)
If the Shop Panel is enabled in the editor before pressing the button it will show the buy coins as normal.
I can't seem to find where its disabling the contents as this is where the issue is.
It should turn of the Shop panel content, not the entire shop game object.
Logging in does not change the error.
- Lovatto
- Admin
- Posts: 1834
- Joined: Sun Dec 07, 2014 3:18 pm
- Contact:
in MFPS 1.7.5, try the following:
in bl_Lobby.cs replace the function ShowBuyCoins() -> with this:
in bl_Lobby.cs replace the function ShowBuyCoins() -> with this:
Code: Select all
public void ShowBuyCoins()
{
#if SHOP
bl_LobbyUI.Instance.ChangeWindow("shop");
bl_ShopManager.Instance.BuyCoinsWindow.SetActive(true);
#else
Debug.Log("Require shop addon.");
#endif
}
- setdevil
- Contributor
- Posts: 77
- Joined: Thu Jun 25, 2020 11:44 am
Problem, when i click to the Shop button the action don't open the shop...
See this image ...
http://www.sdc2x.com/shopdontview.png
See this image ...
http://www.sdc2x.com/shopdontview.png
- Avocado Shark
- Contributor
- Posts: 13
- Joined: Thu Jan 21, 2021 12:42 am
Hi, I have a problem where I am using the Ulogin addon, but when I click the buy option on a weapon, the buy window disappears and I get this error:
HTTP/1.1 404 Not Found
UnityEngine.Debug:LogError(Object)
<ProcessBuy>d__41:MoveNext() (at Assets/Addons/Shop/Scripts/Core/bl_ShopManager.cs:306)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Just wondering if I can get some help on this.
HTTP/1.1 404 Not Found
UnityEngine.Debug:LogError(Object)
<ProcessBuy>d__41:MoveNext() (at Assets/Addons/Shop/Scripts/Core/bl_ShopManager.cs:306)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Just wondering if I can get some help on this.