Made the player selector work in the trade menus.

This commit is contained in:
Anthony Berg 2020-12-10 00:57:18 +00:00
parent 03429a276a
commit 0f3d14cd6a
7 changed files with 675 additions and 32 deletions

View File

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<Path>.vs</Path>
<Path>Library</Path>
<Path>Logs</Path>
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@ -14283,7 +14798,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 1, y: 0.2}
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m_SizeDelta: {x: 20, y: 20}
m_Pivot: {x: 0.5, y: 0.5}
@ -15488,7 +16003,7 @@ MonoBehaviour:
m_fontMaterials: []
m_fontColor32:
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rgba: 4294967295
rgba: 4281479730
m_fontColor: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1}
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@ -15501,7 +16016,7 @@ MonoBehaviour:
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View File

@ -1,4 +1,4 @@
public static class GameSettings
{
public static int players = 2;
public static int players = 5;
}

View File

@ -22,6 +22,12 @@ public class ButtonHandler : MonoBehaviour
public GameObject card;
public Button cardButton;
//Trade
public GameObject TradeUI;
public Button tradeButton;
private bool tradeOpen = false;
private Trade trade;
public void DisableRollDice()
{
rollDice.interactable = false;
@ -87,12 +93,42 @@ public class ButtonHandler : MonoBehaviour
card.SetActive(false);
}
//Trade
void OpenTrade()
{
trade.OpenTrade();
GameUI.SetActive(false);
TradeUI.SetActive(true);
}
void CloseTrade()
{
TradeUI.SetActive(false);
GameUI.SetActive(true);
}
void ToggleTrade()
{
if (!tradeOpen)
{
OpenTrade();
tradeOpen = true;
}
else
{
CloseTrade();
tradeOpen = false;
}
}
private Main main;
void Awake()
{
main = FindObjectOfType<Main>();
inventoryClass = FindObjectOfType<Inventory>();
trade = FindObjectOfType<Trade>();
}
void Start()
@ -101,6 +137,7 @@ public class ButtonHandler : MonoBehaviour
nextTurn.onClick.AddListener(NextTurn);
inventory.onClick.AddListener(ToggleInventory);
cardButton.onClick.AddListener(CloseCard);
tradeButton.onClick.AddListener(ToggleTrade);
}
void BuyPropertyClick() {

View File

@ -48,13 +48,9 @@ public class Inventory : MonoBehaviour
Player currentPlayer = main.board.players[main.board.currentPlayer]; //Initialises the current player to make the code look neater.
Debug.Log(currentPlayer.ownedProperties.Count);
for (int i = 0; i < properties.Length; i++) //Checks through all of the buttons.
for (int i = 0; i < properties.Length; i++) //Checks through all of the buttons.
{
if (currentPlayer.ownedProperties.Count == 0)
{
properties[i].interactable = false;
break;
}
properties[i].interactable = false;
for (int j = 0; j < currentPlayer.ownedProperties.Count; j++) //Checks through all of the owned properties.
{
if (currentPlayer.ownedProperties[j].property_name == properties[i].name) //Checks if the names of the property is the same as the button name/
@ -62,8 +58,6 @@ public class Inventory : MonoBehaviour
properties[i].interactable = true; //Makes the button for the property interactable.
break; //Stops the j for loop as the owned properties list is in order.
}
properties[i].interactable = false;
}
}
}

View File

@ -767,7 +767,7 @@ public class Player
{
//Player Info
public string name; //This is the username of the player.
private int playerNumber; //This is the player number in the queue.
public int playerNumber; //This is the player number in the queue.
//Player Variables
public int money; //Initializes the variable for money.

View File

@ -1,4 +1,5 @@
using System.Collections;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
@ -6,7 +7,101 @@ using TMPro;
public class Trade : MonoBehaviour
{
public List<Button> player1Properties;
public List<Button> player2Properties;
//Essentials
private Main main; //This is the main class in the game.
//Screens
public GameObject PlayerSelector; //This is where the current player selects who they want to trade with.
public GameObject TradeMenu;
//Player Selection
private int player1; //This is the current player that is playing.
private int player2;
public TMP_Dropdown playerSelectDropdown; //This lets the player select what player it wants to trade with.
public Button playerSelectionNext; //This is a button to click next on the player selection screen.
//Player information
private List<Property> player1Properties; //This creates a list of all the properties from player 1.
private List<Property> player2Properties; //This creates a list of all the properties from player 2.
//Core Trading
public List<Button> player1PropertiesButtons; //This is a list for all the buttons for the properties for player 1.
public List<Button> player2PropertiesButtons; //This is a list for all the buttons for the properties for player 2.
//Function when opening the trade UI
public void OpenTrade()
{
PlayerSelector.SetActive(true); //This opens the player selector.
player1 = main.board.currentPlayer; //This gets the current player who wants to trade.
//Editing the dropdown.
List<string> playerNames = new List<string>(); //This creates a string of players for the dropdown list.
playerSelectDropdown.ClearOptions(); //This clears all the dropdown items.
foreach (Player player in main.board.players) //This goes through all of the players on the board
{
if (player.playerNumber != player1) //This checks so that the player cannot trade with themselves.
{
playerNames.Add(player.name); //Adds the player to the list of names.
}
}
playerSelectDropdown.AddOptions(playerNames); //Adds all of the player names to the dropdown list.
}
//This function goes to the next screen after the player selection screen.
private void PlayerSelectNext()
{
player2 = playerSelectDropdown.value; //This sets the ID of the player that the current player wants to trade with.
if (player1 <= player2) //This accounts for the missing player1.
{
player2 += 1; //This increments the ID of player2.
}
//Getting the information about both players.
player1Properties = main.board.players[player1].ownedProperties; //This gets all the properties owned by player 1.
player2Properties = main.board.players[player2].ownedProperties; //This gets all the properties owned by player 2.
//Player 1 buttons
for (int i = 0; i < player1PropertiesButtons.Count; i++) //This goes through all of the buttons for Player 1.
{
player1PropertiesButtons[i].interactable = false; //This makes all of the buttons inactive.
foreach (Property property in player1Properties) //This goes through all of player 1's owned properties.
{
if (player1PropertiesButtons[i].name == property.property_name) //If the property name is the same as the button name then...
{
player1PropertiesButtons[i].interactable = true; //Make the button interactable.
break; //Stop searching for the current button name.
}
}
}
//Player 2 buttons
for (int i = 0; i < player2PropertiesButtons.Count; i++) //This goes through all of the buttons for Player 2.
{
player2PropertiesButtons[i].interactable = false; //This makes all of the buttons inactive.
foreach (Property property in player2Properties) //This goes through all of player 2's owned properties.
{
if (player2PropertiesButtons[i].name == property.property_name) //If the property name is the same as the button name then...
{
player2PropertiesButtons[i].interactable = true; //Make the button interactable.
break; //Stop searching for the current button name.
}
}
}
//Switching the menus.
PlayerSelector.SetActive(false); //This hides the player selector.
TradeMenu.SetActive(true); //This opens the trade menu.
}
void Awake()
{
main = FindObjectOfType<Main>(); //This gets the data from the main file.
}
void Start()
{
playerSelectionNext.onClick.AddListener(PlayerSelectNext); //This lets the next button work on the player selector.
}
}