# CashValueUpdater

Works the same as TextValueUpdater, but updates automaticaly based on [**CashManager** ](https://reddycat.gitbook.io/base-project-cube-doc/fundamentals/singletons/cash-manager)events.\
Inherited from [**TextValueUpdater**](https://reddycat.gitbook.io/base-project-cube-doc/fundamentals/ready-to-use-scipts/textvalueupdater)**.**

<figure><img src="https://1613353771-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fygjewtla1W7kzTTIpGWq%2Fuploads%2FHduKqAzPE67MukjtNoCX%2Fimage.png?alt=media&#x26;token=55c35bac-555b-4b49-b568-f73da46d8e04" alt=""><figcaption><p>Inpector values</p></figcaption></figure>

* Update Text Strategy: Value as it is, Value Format, Value 1k 1m 1b (50 -> 50, 1000 -> 1k and so on);&#x20;
* Value Format is for value.ToString(\[format]). Only for Value Format and Value 1k 1m 1b strategies.\
  To display 5.1 as example value, type "0.0";
* Update in Unscaled Time, turn it on to update independent from time scale;
* Change Duration is how long will text update from one value to another on cash updated event;
* Text Bridge is what text: Legacy or TMP. You can leave it null if text located in the same object as CashValueUpdater or set type that you use and reference to it;
* Currency Settings is reference to Assets\\\_Main\Configs\Currencies Settings SO to take from it currency icon;
* Currency is what type of currency to display;
* Icon is reference to object Image component that is responsible for currency icon. Can be null;
* Use Punch Scale On Change - if true *Target Punch Scale object* will be scaled everytime on currency change. *Punch Force* is how much scale add to *Target Punch Scale object*. \
  \&#xNAN;*Punch scale duration* is hold long animation will be (on new animation if will be restarted).
