added buy button

This commit is contained in:
Anthony Berg 2020-08-16 00:03:48 +01:00
parent 39c86bf8d2
commit 12cbc174bc
56 changed files with 4834 additions and 1439 deletions

13
.idea/.idea.Monopoly/.idea/.gitignore generated vendored Normal file
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@ -0,0 +1,13 @@
# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/modules.xml
/.idea.Monopoly.iml
/contentModel.xml
/projectSettingsUpdater.xml
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
# Editor-based HTTP Client requests
/httpRequests/

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<Path>Library/PackageCache/com.unity.ext.nunit@1.0.0</Path>
<Path>Library/PackageCache/com.unity.ide.rider@1.2.1</Path>
<Path>Library/PackageCache/com.unity.ide.visualstudio@2.0.2</Path>
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<Path>obj</Path>
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6
.idea/.idea.Monopoly/.idea/misc.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
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<option name="languageLevel" value="ES6" />
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6
.idea/.idea.Monopoly/.idea/vcs.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
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7
.idea/.idea.Monopoly/riderModule.iml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<module type="RIDER_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$/../.." />
<orderEntry type="sourceFolder" forTests="false" />
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@ -1,14 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MainMenu : MonoBehaviour
{
public void QuitGame()
{
Debug.Log("QUIT!");
Application.Quit();
}
}

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Assets/NuGet/Editor/NugetForUnity.dll (Stored with Git LFS)

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m_textAlignment: 65535
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m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
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m_TextStyleHashCode: -1183493901
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m_faceColor: m_faceColor:
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rgba: 4294967295 rgba: 4294967295
m_outlineColor:
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rgba: 4278190080
m_fontSize: 84 m_fontSize: 84
m_fontSizeBase: 84 m_fontSizeBase: 84
m_fontWeight: 400 m_fontWeight: 400
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m_hasFontAssetChanged: 0 m_hasFontAssetChanged: 0
m_subTextObjects:
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@ -1572,6 +1519,7 @@ MonoBehaviour:
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Maskable: 1 m_Maskable: 1
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
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m_fontColorGradientPreset: {fileID: 0} m_fontColorGradientPreset: {fileID: 0}
m_spriteAsset: {fileID: 0} m_spriteAsset: {fileID: 0}
m_tintAllSprites: 0 m_tintAllSprites: 0
m_StyleSheet: {fileID: 0}
m_TextStyleHashCode: 0
m_overrideHtmlColors: 0 m_overrideHtmlColors: 0
m_faceColor: m_faceColor:
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rgba: 4294967295 rgba: 4294967295
m_outlineColor:
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rgba: 4278190080
m_fontSize: 84 m_fontSize: 84
m_fontSizeBase: 84 m_fontSizeBase: 84
m_fontWeight: 400 m_fontWeight: 400
@ -1611,6 +1558,8 @@ MonoBehaviour:
m_fontSizeMin: 18 m_fontSizeMin: 18
m_fontSizeMax: 72 m_fontSizeMax: 72
m_fontStyle: 1 m_fontStyle: 1
m_HorizontalAlignment: 1
m_VerticalAlignment: 256
m_textAlignment: 514 m_textAlignment: 514
m_characterSpacing: 0 m_characterSpacing: 0
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@ -1621,10 +1570,8 @@ MonoBehaviour:
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m_wordWrappingRatios: 0.4 m_wordWrappingRatios: 0.4
m_overflowMode: 0 m_overflowMode: 0
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m_isOrthographic: 1 m_isOrthographic: 1
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m_ignoreRectMaskCulling: 0
m_ignoreCulling: 1
m_horizontalMapping: 0 m_horizontalMapping: 0
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m_margin: {x: 0, y: 0, z: 0, w: 0} m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_hasFontAssetChanged: 0 m_hasFontAssetChanged: 0
m_subTextObjects:
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m_maskOffset: {x: 0, y: 0, z: 0, w: 0} m_maskOffset: {x: 0, y: 0, z: 0, w: 0}
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@ -1728,6 +1653,7 @@ MonoBehaviour:
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 1, g: 0.45740926, b: 0.3160377, a: 1} m_Color: {r: 1, g: 0.45740926, b: 0.3160377, a: 1}
m_RaycastTarget: 1 m_RaycastTarget: 1
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1 m_Maskable: 1
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
@ -1833,6 +1759,7 @@ MonoBehaviour:
m_PersistentCalls: m_PersistentCalls:
m_Calls: m_Calls:
- m_Target: {fileID: 1986337337} - m_Target: {fileID: 1986337337}
m_TargetAssemblyTypeName:
m_MethodName: SetActive m_MethodName: SetActive
m_Mode: 6 m_Mode: 6
m_Arguments: m_Arguments:
@ -1844,6 +1771,7 @@ MonoBehaviour:
m_BoolArgument: 1 m_BoolArgument: 1
m_CallState: 2 m_CallState: 2
- m_Target: {fileID: 409713701} - m_Target: {fileID: 409713701}
m_TargetAssemblyTypeName:
m_MethodName: SetActive m_MethodName: SetActive
m_Mode: 6 m_Mode: 6
m_Arguments: m_Arguments:
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m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 0, g: 0, b: 0, a: 1} m_Color: {r: 0, g: 0, b: 0, a: 1}
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m_Maskable: 1 m_Maskable: 1
m_OnCullStateChanged: m_OnCullStateChanged:
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m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Maskable: 1 m_Maskable: 1
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m_spriteAsset: {fileID: 0} m_spriteAsset: {fileID: 0}
m_tintAllSprites: 0 m_tintAllSprites: 0
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m_TextStyleHashCode: -1183493901
m_overrideHtmlColors: 0 m_overrideHtmlColors: 0
m_faceColor: m_faceColor:
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m_outlineColor:
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m_fontSize: 84 m_fontSize: 84
m_fontSizeBase: 84 m_fontSizeBase: 84
m_fontWeight: 400 m_fontWeight: 400
@ -2275,7 +2204,9 @@ MonoBehaviour:
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File diff suppressed because it is too large Load Diff

View File

@ -1,43 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class Waypoints : MonoBehaviour
{
public int roll;
int position = 0;
public GameObject[] waypoints;
float rotSpeed;
public float speed;
double WPradius = 0.001;
private properties properties;
public void UpdateRoll(int passedRoll)
{
roll += passedRoll;
if (roll >= 40)
{
roll -= 40;
}
properties.currentProperty(roll);
}
void Awake()
{
properties = GameObject.FindObjectOfType<properties>();
}
void Update()
{
if ((Vector3.Distance(waypoints[position].transform.position, transform.position) < WPradius) && position != roll)
{
//Debug.Log(waypoints[current]);
position++;
if (position >= waypoints.Length)
{
position = 0;
}
}
transform.position = Vector3.MoveTowards(transform.position, waypoints[position].transform.position, Time.deltaTime * speed);
}
}

View File

@ -1,40 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class board : MonoBehaviour
{
public class Board //Creating the class for the board mechanics.
{
public int houses; //Initialising houses
public int hotels; //Initialising hotels
// List<properties.Property> cards = new List<properties.Property>;
public Board()
{
houses = 32; //Defining the amount of houses - They have a finite amount
hotels = 12; //Defining the amount of hotels - They have a finite amount
}
}
// Start is called before the first frame update
void Start()
{
//Property cards = new Property("cunt cunt cunt", "test", 200, 400);
//Debug.Log(cards.ToString());
}
// Update is called once per frame
void Update()
{
}
}

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@ -1,5 +1,6 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 9fc0d4010bbf28b4594072e72b8655ab guid: 06ecabaa422195443b2951d3144b714b
folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}
userData: userData:

View File

@ -0,0 +1,61 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using TMPro;
using UnityEngine.UI;
public class MainMenu : MonoBehaviour
{
public Button PlayButton; //Imports the play button
private string existingProperties; //The variable for the properties
void Start() {
if (!PropertiesHandler.checkExists()) //Checks if the properties file doesn't exist.
{
StartCoroutine(GetProperties()); //Downloads the properties json.
}
else
{
enabled = false; //Stops the update function.
PlayButton.interactable = true; //Enables the play button
}
}
void Update()
{
if (existingProperties != null) //Checks if the data has been downloaded
{
PropertiesHandler.SaveProperties(existingProperties); //Saves the downloaded data
PlayButton.interactable = true; //Enables the play button
enabled = false; //Stops the update loop
}
}
public void QuitGame()
{
Debug.Log("QUIT!");
Application.Quit();
}
IEnumerator GetProperties()
{
UnityWebRequest www = UnityWebRequest.Get(Domain.subDomain("includes/get-properties.inc.php"));
yield return www.SendWebRequest();
if (www.isNetworkError || www.isHttpError)
{
Debug.Log(www.error);
}
else
{
// Show results as text
string json = www.downloadHandler.text;
existingProperties = json;
//existingProperties = JsonConvert.DeserializeObject<List<Property>>(json);
}
}
}

View File

@ -0,0 +1,46 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
public static class PropertiesHandler
{
public static void SaveProperties(string data)
{
BinaryFormatter formatter = new BinaryFormatter();
string path = Application.persistentDataPath + "/properties.smyal";
FileStream stream = new FileStream(path, FileMode.Create);
formatter.Serialize(stream, data);
stream.Close();
}
public static string LoadProperties()
{
string path = Application.persistentDataPath + "/properties.smyal";
if (File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = new FileStream(path, FileMode.Open);
string data = formatter.Deserialize(stream) as string;
stream.Close();
return data;
}
else
{
Debug.LogError("Save file not found in " + path);
return null;
}
}
public static bool checkExists()
{
string path = Application.persistentDataPath + "/properties.smyal";
return File.Exists(path);
}
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: d799e8e3a27dfe948be91afe90af4cad guid: f1d7c35c48be71348b27864809b64564
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 13c555507e313474c818c020a1e0db4a
folderAsset: yes
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userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,50 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ButtonHandler : MonoBehaviour
{
public Button rollDice;
public GameObject buyButton;
public Button buyButtonButton;
public void disableRollDice()
{
rollDice.interactable = false;
}
public void enableRollDice()
{
rollDice.interactable = true;
}
public void disableBuying()
{
buyButton.SetActive(false);
}
public void enableBuying()
{
buyButton.SetActive(true);
}
private Main main;
void Awake()
{
main = FindObjectOfType<Main>();
}
void Start()
{
buyButtonButton.onClick.AddListener(TaskOnClick);
}
void TaskOnClick() {
main.board.BuyProperty();
}
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 74cd34bd689e47d48862579cdb566e89 guid: 9e7eff7f50ac448409bf9cf21f66bfcb
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
public static class FileHandler
{
public static string LoadProperties()
{
string path = Application.persistentDataPath + "/properties.smyal";
if (File.Exists(path))
{
BinaryFormatter formatter = new BinaryFormatter();
FileStream stream = new FileStream(path, FileMode.Open);
string data = formatter.Deserialize(stream) as string;
stream.Close();
return data;
}
else
{
Debug.LogError("Save file not found in " + path);
return null;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2f725fed145261e4e8ab9a3c6895d8ac
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,264 @@
using System;
using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Newtonsoft.Json;
using UnityEditor;
using UnityEngine.UI;
public class Property
{
public int property_id; //This is the position/id of the property
public string property_name;//This is the name of the property
public string property_group; //This is the group the property is in
public int property_value; //This is how much it costs to buy the property
public int? property_cost; //This is how much it costs to buy a house/hotel
public int? property_rent; //This is the rent if the player that doesn't land on it has to pay
public int? property_house1; //This is the rent if it has 1 house
public int? property_house2; //This is the rent if it has 2 houses
public int? property_house3; //This is the rent if it has 3 houses
public int? property_house4; //This is the rent if it has 4 houses
public int? property_hotel; //This is the rent if it has a hotel
public int houses = 0; //How many houses it has. (Can have up to 4)
public bool hotel = false; //Whether it has a hotel or not. (Can only have 1)
public bool mortgage = false; //Whether the property has been mortgaged.
public void addHouse() //Used to add a house.
{
if (!mortgage && (houses < 4) && !hotel) //Checks if there is not a mortgage and there are less than 4 houses and that there isn't a hotel.
{
houses += 1; //Adds a house to the property.
}
}
public void removeHouse() //Used to remove a house.
{
if (houses > 0) //Checks if there is at least 1 house on the property.
{
houses -= 1; //Removes the house from the property.
}
}
public void addHotel() //Used to add a hotel.
{
if (houses == 4) //Checks if the user has enough houses.
{
houses = 0; //Removes all the houses.
hotel = true; //Creates the hotel.
}
}
public void removeHotel() //Removes the hotel.
{
if (hotel) //Checks if they have a hotel already.
{
houses = 4; //Gives the user back their 4 houses.
hotel = false; //Removes the hotel.
}
}
public void mortgageProperty() //Mortgages the property.
{
if (!hotel && (houses == 0)) //Checks if there is not a hotel and if there are no houses.
{
mortgage = true; //Mortgages the property.
}
}
public void unmortgageProperty() //Removes the mortgage on the property.
{
if (mortgage) //Checks if the property has been mortgaged.
{
mortgage = false; //Removes the mortgage.
}
}
public bool isBuyable() //This returns a boolean if the property is buyable
{
return property_value != 0; //This checks if the value of the property is set and then returns a boolean
}
}
public class Board //Creating the class for the board mechanics.
{
public int houses; //Initialising houses
public int hotels; //Initialising hotels
public int totalProperties; //Defining how many properties can exist.
private TextHandler textHandler;
private ButtonHandler buttonHandler;
private List<Player> players;
private int currentPlayer = 0;
public List<Property> existingProperties;
public List<Property> avaliableProperties = new List<Property>(); //Has a list of all the available properties.
public Board(List<Player> players, List<Property> properties)
{
this.players = players;
Debug.Log(this.players.Count);
textHandler = GameObject.FindObjectOfType<TextHandler>();
buttonHandler = GameObject.FindObjectOfType<ButtonHandler>();
existingProperties = properties; //This sets all of the properties that exist
houses = 32; //Defining the amount of houses - They have a finite amount
hotels = 12; //Defining the amount of hotels - They have a finite amount
totalProperties = 28;
for (int i=0; i < properties.Count; i++)
{
if (properties[i].isBuyable())
{
avaliableProperties.Add(properties[i]);
}
}
}
public void MovePlayer(int player, int roll)
{
players[player].Move(roll);
textHandler.updateRoll(roll);
int money = players[player].money;
textHandler.updateMoney(money);
string propertyName = existingProperties[players[player].position].property_name;
int propertyValue = existingProperties[players[player].position].property_value;
if (propertyValue != 0)
{
textHandler.updateProperty(propertyName, propertyValue);
}
else
{
textHandler.updateTile(propertyName); //property_value
}
buttonHandler.disableRollDice();
}
public bool CheckBuyable(int position) //This checks if the property can be bought by the user.
{
Property property = existingProperties[position]; //Gets the property the player is currently at.
for (int i = 0; i < avaliableProperties.Count; i++) //Checks through all of the properties that are buyable using a linear search
{
if (property.property_name == avaliableProperties[i].property_name) //Checks if the name exists in the available properties that can be purchased.
{
buttonHandler.enableBuying(); //If it can, it will return true and break from the function
return true; //Returns true if the player can buy the property.
}
}
buttonHandler.disableBuying(); //If the name is not found, the property has not been found.
buttonHandler.enableRollDice(); //Lets the player continue moving if they can't buy the property.
return false; //Returns false if the player can't buy the property.
}
public void BuyProperty()
{
int position = players[currentPlayer].position; //This is the current position of the player for the property.
Property property = existingProperties[position]; //This gets the property that the player is buying
for (int i = 0; i < avaliableProperties.Count; i++) //Checks through all of the properties that are buyable using a linear search
{
if (property.property_name == avaliableProperties[i].property_name) //Checks if the name exists in the available properties that can be purchased.
{
avaliableProperties.RemoveAt(i); //Removes the property from the list.
players[currentPlayer].BuyProperty(property); //This buys the property in the player class
textHandler.updateMoney(players[currentPlayer].money); //This updates the amount of money the player has.
buttonHandler.disableBuying();
buttonHandler.enableRollDice();
return;
}
}
Debug.Log("The property cannot be bought!");
}
}
public class Player
{
private string name;
private int playerNumber;
public int money; //Initializes the variable for money.
public int position = 0; //Positions vary from 0-39 (40 squares on the board) (Go is 0)
public List<Property> ownedProperties = new List<Property>();
public GameObject player;
private Movement movement;
public Player(string playerName, int playerNumber, GameObject player)
{
name = playerName;
this.playerNumber = playerNumber;
money = 1500; //Set the default starting money.
this.player = player;
movement = GameObject.FindObjectOfType<Movement>();
}
public void Move(int roll) //This moves the player a certain length (what they got from rolling the dice).
{
position += roll; //Add the position with what was rolled.
if (position >= 40) //If the player has reached or passed go then...
{
position -= 40; //As the player has gone round the board once, it removes the fact that it has gone around the board once.
money += 200; //Collect money as they pass go.
}
movement.Move(position, playerNumber);
//return position; //Returns where the player needs to move to on the board
}
public void GoToJail() //If the player needs to go to jail.
{
position = 40; //Special position for jail.
}
public void GetOutOfJail(int length) //If the player is going out of jail.
{
position = 10; //Moves the player out of jail.
//Move(length); //Then moves the player.
}
public void BuyProperty(Property property) //This function allows the player to own a property.
{
int price = property.property_value;
if (money - price >= 0)
{
ownedProperties.Add(property); //Adds the property to the list of the player owned properties.
money -= price;
}
else
{
Debug.Log("Error: You do not have enough money to pay for the property!");
}
}
}
public class Main : MonoBehaviour
{
private List<Property> existingProperties;
public GameObject[] waypoints;
public Board board;
//Player variables
public List<Player> players = new List<Player>();
private void Awake()
{
players.Add(new Player("smyalygames", 0, GameObject.Find("/Players/Player1")));
players.Add(new Player("coomer", 1, GameObject.Find("/Players/Player2")));
Debug.Log(players[0].player.name);
existingProperties = JsonConvert.DeserializeObject<List<Property>>(FileHandler.LoadProperties());
board = new Board(players, existingProperties);
}
}

View File

@ -0,0 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class Movement : MonoBehaviour
{
public int roll;
public bool movement = false;
private int position = 0;
public GameObject[] waypoints;
public GameObject[] players;
public int currentPlayer;
float rotSpeed;
public float speed;
double WPradius = 0.001;
private Main main;
public void Move(int _roll, int playerNumber)
{
roll = _roll;
movement = true;
currentPlayer = playerNumber;
}
void Awake()
{
main = FindObjectOfType<Main>();
}
void Update()
{
if (!movement) return;
if ((Vector3.Distance(waypoints[position].transform.position, players[currentPlayer].transform.position) < WPradius) && position != roll)
{
//Debug.Log(waypoints[current]);
position++;
if (position >= waypoints.Length)
{
position = 0;
}
} else if ((Vector3.Distance(waypoints[position].transform.position, players[currentPlayer].transform.position) < WPradius) && position == roll)
{
main.board.CheckBuyable(roll);
movement = false;
}
players[currentPlayer].transform.position = Vector3.MoveTowards(players[currentPlayer].transform.position,
waypoints[position].transform.position, Time.deltaTime * speed);
}
}

View File

@ -8,31 +8,23 @@ public class RollDice : MonoBehaviour
System.Random random = new System.Random(); System.Random random = new System.Random();
private int current; private int current;
private Waypoints waypoints; private Main main;
public Button m_RollDice; public Button m_RollDice;
void Awake() void Awake()
{ {
waypoints = GameObject.FindObjectOfType<Waypoints>(); main = FindObjectOfType<Main>();
} }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
m_RollDice.onClick.AddListener(TaskOnClick); m_RollDice.onClick.AddListener(TaskOnClick);
}
// Update is called once per frame
void Update()
{
} }
void TaskOnClick() { void TaskOnClick() {
current = random.Next(1, 7) + random.Next(1, 7); current = random.Next(1, 7) + random.Next(1, 7);
Debug.Log("Rolled: " + current); main.board.MovePlayer(0, current);
waypoints.UpdateRoll(current);
} }
} }

View File

@ -0,0 +1,51 @@
using System.Collections;
using System.Collections.Generic;
using JetBrains.Annotations;
using TMPro;
using UnityEngine;
public class TextHandler : MonoBehaviour
{
public TextMeshProUGUI propertyInfo;
private string propertyName;
[CanBeNull] private string propertyValue;
public TextMeshProUGUI Roll;
private string roll;
public TextMeshProUGUI Money;
private string money;
public void updateTile (string propertyName)
{
this.propertyName = propertyName;
propertyInfo.text = $"Current tile: {this.propertyName}";
}
public void updateProperty (string propertyName, int? propertyValue)
{
this.propertyName = propertyName;
this.propertyValue = propertyValue.ToString();
propertyInfo.text = $"Current property: {this.propertyName}\nValue: {this.propertyValue}";
}
public void updateRoll(int roll)
{
this.roll = roll.ToString();
Roll.text = $"Rolled: {this.roll}";
}
public void updateMoney(int money)
{
this.money = money.ToString();
Money.text = $"Money: {this.money}";
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6ac9f796ef9df9f4fbdedbe3e1f47473
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,57 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class player : MonoBehaviour
{
public class Player
{
public int money; //Initializes the variable for money.
public int position = 0; //Positions vary from 0-39 (40 squares on the board) (Go is 0)
public Player()
{
money = 1500;
}
public void Move(int length) //This moves the player a certain length (what they got from rolling the dice).
{
if (position + length < 40) //Checks if the player will not pass go.
{
position += length; //Adds the length that the player needs to move.
}
else //If they pass go.
{
position = length - (39 - position); //Makes it so that the position is
money += 200; //Collect money as they pass go.
}
}
public void goToJail() //If the player needs to go to jail.
{
position = 40; //Special position for jail.
}
public void getOutOfJail(int length) //If the player is going out of jail.
{
position = 10; //Moves the player out of jail.
Move(length); //Then moves the player.
}
}
// Start is called before the first frame update
void Start()
{
Debug.Log(Domain.subDomain("Yes"));
}
// Update is called once per frame
void Update()
{
}
}

View File

@ -1,150 +0,0 @@
using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using Newtonsoft.Json;
public class Property
{
/*
public string title; //The name of the property.
public string group; //The colour, station or utility.
public int value; //How much it costs to buy.
public int houseCost; //How much it costs to buy a house on that property.
*/
public int property_id;
public string property_name;
public string property_group;
public int? property_value;
public int? property_cost;
public int? property_rent;
public int? property_house1;
public int? property_house2;
public int? property_house3;
public int? property_house4;
public int? property_hotel;
public int houses = 0; //How many houses it has. (Can have up to 4)
public bool hotel = false; //Whether it has a hotel or not. (Can only have 1)
public bool mortgage = false; //Whether the property has been mortgaged.
/*
public Property(string name, string importGroup, int importValue, int house) //For houses.
{
//Initialising all the variables.
title = name;
group = importGroup;
value = importValue;
houseCost = house;
}
public Property(string name, string importGroup, int importValue) //For stations or utility.
{
//Initialising all the variables.
title = name;
group = importGroup;
value = importValue;
}
*/
public void addHouse() //Used to add a house.
{
if (!mortgage && (houses < 4) && !hotel) //Checks if there is not a mortgage and there are less than 4 houses and that there isn't a hotel.
{
houses += 1; //Adds a house to the property.
}
}
public void removeHouse() //Used to remove a house.
{
if (houses > 0) //Checks if there is at least 1 house on the property.
{
houses -= 1; //Removes the house from the property.
}
}
public void addHotel() //Used to add a hotel.
{
if (houses == 4) //Checks if the user has enough houses.
{
houses = 0; //Removes all the houses.
hotel = true; //Creates the hotel.
}
}
public void removeHotel() //Removes the hotel.
{
if (hotel) //Checks if they have a hotel already.
{
houses = 4; //Gives the user back their 4 houses.
hotel = false; //Removes the hotel.
}
}
public void mortgageProperty() //Mortgages the property.
{
if (!hotel && (houses == 0)) //Checks if there is not a hotel and if there are no houses.
{
mortgage = true; //Mortgages the property.
}
}
public void unmortgageProperty() //Removes the mortgage on the property.
{
if (mortgage) //Checks if the property has been mortgaged.
{
mortgage = false; //Removes the mortgage.
}
}
public string printTitle() {
return property_name;
}
}
public class properties : MonoBehaviour
{
public List<Property> data;
int test;
// Start is called before the first frame update
void Start()
{
StartCoroutine(GetProperties());
}
void Update()
{
if (data != null && test == 0)
{
Debug.Log(data[0].printTitle());
test++;
}
}
IEnumerator GetProperties()
{
UnityWebRequest www = UnityWebRequest.Get(Domain.subDomain("includes/get-properties.inc.php"));
yield return www.SendWebRequest();
if (www.isNetworkError || www.isHttpError)
{
Debug.Log(www.error);
}
else
{
// Show results as text
string json = www.downloadHandler.text;
data = JsonConvert.DeserializeObject<List<Property>>(json);
}
}
public void currentProperty(int propertyNum)
{
Debug.Log(data[propertyNum].printTitle());
}
}

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View File

@ -1,11 +1,12 @@
{ {
"dependencies": { "dependencies": {
"com.unity.collab-proxy": "1.2.16", "com.unity.collab-proxy": "1.3.9",
"com.unity.ide.rider": "1.1.4", "com.unity.ide.rider": "1.2.1",
"com.unity.ide.visualstudio": "2.0.2",
"com.unity.ide.vscode": "1.2.1", "com.unity.ide.vscode": "1.2.1",
"com.unity.test-framework": "1.1.14", "com.unity.test-framework": "1.1.16",
"com.unity.textmeshpro": "2.0.1", "com.unity.textmeshpro": "3.0.1",
"com.unity.timeline": "1.2.12", "com.unity.timeline": "1.3.4",
"com.unity.ugui": "1.0.0", "com.unity.ugui": "1.0.0",
"com.unity.modules.ai": "1.0.0", "com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0", "com.unity.modules.androidjni": "1.0.0",

View File

@ -1,7 +1,7 @@
{ {
"dependencies": { "dependencies": {
"com.unity.collab-proxy": { "com.unity.collab-proxy": {
"version": "1.2.16", "version": "1.3.9",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": {}, "dependencies": {},
@ -15,7 +15,7 @@
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.ide.rider": { "com.unity.ide.rider": {
"version": "1.1.4", "version": "1.2.1",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
@ -23,6 +23,13 @@
}, },
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.ide.visualstudio": {
"version": "2.0.2",
"depth": 0,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.ide.vscode": { "com.unity.ide.vscode": {
"version": "1.2.1", "version": "1.2.1",
"depth": 0, "depth": 0,
@ -31,7 +38,7 @@
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.test-framework": { "com.unity.test-framework": {
"version": "1.1.14", "version": "1.1.16",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
@ -42,7 +49,7 @@
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.textmeshpro": { "com.unity.textmeshpro": {
"version": "2.0.1", "version": "3.0.1",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": { "dependencies": {
@ -51,7 +58,7 @@
"url": "https://packages.unity.com" "url": "https://packages.unity.com"
}, },
"com.unity.timeline": { "com.unity.timeline": {
"version": "1.2.12", "version": "1.3.4",
"depth": 0, "depth": 0,
"source": "registry", "source": "registry",
"dependencies": {}, "dependencies": {},
@ -62,7 +69,8 @@
"depth": 0, "depth": 0,
"source": "builtin", "source": "builtin",
"dependencies": { "dependencies": {
"com.unity.modules.ui": "1.0.0" "com.unity.modules.ui": "1.0.0",
"com.unity.modules.imgui": "1.0.0"
} }
}, },
"com.unity.modules.ai": { "com.unity.modules.ai": {
@ -198,6 +206,18 @@
"depth": 0, "depth": 0,
"source": "builtin", "source": "builtin",
"dependencies": { "dependencies": {
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.modules.uielementsnative": "1.0.0"
}
},
"com.unity.modules.uielementsnative": {
"version": "1.0.0",
"depth": 1,
"source": "builtin",
"dependencies": {
"com.unity.modules.ui": "1.0.0",
"com.unity.modules.imgui": "1.0.0", "com.unity.modules.imgui": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0" "com.unity.modules.jsonserialize": "1.0.0"
} }

View File

@ -6,9 +6,9 @@ EditorBuildSettings:
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1 - enabled: 1
path: Assets/menu.unity path: Assets/Scenes/menu.unity
guid: a3fbd493866c5374390f0afa5705629b guid: a3fbd493866c5374390f0afa5705629b
- enabled: 1 - enabled: 1
path: Assets/monopoly.unity path: Assets/Scenes/monopoly.unity
guid: 07d8ea2cf9ad15f41a12bd4ecf2b0f5d guid: 07d8ea2cf9ad15f41a12bd4ecf2b0f5d
m_configObjects: {} m_configObjects: {}

View File

@ -12,7 +12,7 @@ PlayerSettings:
targetDevice: 2 targetDevice: 2
useOnDemandResources: 0 useOnDemandResources: 0
accelerometerFrequency: 60 accelerometerFrequency: 60
companyName: DefaultCompany companyName: smyalygames
productName: Monopoly productName: Monopoly
defaultCursor: {fileID: 0} defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0} cursorHotspot: {x: 0, y: 0}
@ -49,6 +49,8 @@ PlayerSettings:
m_StereoRenderingPath: 0 m_StereoRenderingPath: 0
m_ActiveColorSpace: 0 m_ActiveColorSpace: 0
m_MTRendering: 1 m_MTRendering: 1
mipStripping: 0
numberOfMipsStripped: 0
m_StackTraceTypes: 010000000100000001000000010000000100000001000000 m_StackTraceTypes: 010000000100000001000000010000000100000001000000
iosShowActivityIndicatorOnLoading: -1 iosShowActivityIndicatorOnLoading: -1
androidShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1
@ -111,6 +113,10 @@ PlayerSettings:
switchNVNShaderPoolsGranularity: 33554432 switchNVNShaderPoolsGranularity: 33554432
switchNVNDefaultPoolsGranularity: 16777216 switchNVNDefaultPoolsGranularity: 16777216
switchNVNOtherPoolsGranularity: 16777216 switchNVNOtherPoolsGranularity: 16777216
switchNVNMaxPublicTextureIDCount: 0
switchNVNMaxPublicSamplerIDCount: 0
stadiaPresentMode: 0
stadiaTargetFramerate: 0
vulkanNumSwapchainBuffers: 3 vulkanNumSwapchainBuffers: 3
vulkanEnableSetSRGBWrite: 0 vulkanEnableSetSRGBWrite: 0
m_SupportedAspectRatios: m_SupportedAspectRatios:
@ -180,32 +186,16 @@ PlayerSettings:
StripUnusedMeshComponents: 1 StripUnusedMeshComponents: 1
VertexChannelCompressionMask: 4054 VertexChannelCompressionMask: 4054
iPhoneSdkVersion: 988 iPhoneSdkVersion: 988
iOSTargetOSVersionString: 10.0 iOSTargetOSVersionString: 11.0
tvOSSdkVersion: 0 tvOSSdkVersion: 0
tvOSRequireExtendedGameController: 0 tvOSRequireExtendedGameController: 0
tvOSTargetOSVersionString: 10.0 tvOSTargetOSVersionString: 11.0
uIPrerenderedIcon: 0 uIPrerenderedIcon: 0
uIRequiresPersistentWiFi: 0 uIRequiresPersistentWiFi: 0
uIRequiresFullScreen: 1 uIRequiresFullScreen: 1
uIStatusBarHidden: 1 uIStatusBarHidden: 1
uIExitOnSuspend: 0 uIExitOnSuspend: 0
uIStatusBarStyle: 0 uIStatusBarStyle: 0
iPhoneSplashScreen: {fileID: 0}
iPhoneHighResSplashScreen: {fileID: 0}
iPhoneTallHighResSplashScreen: {fileID: 0}
iPhone47inSplashScreen: {fileID: 0}
iPhone55inPortraitSplashScreen: {fileID: 0}
iPhone55inLandscapeSplashScreen: {fileID: 0}
iPhone58inPortraitSplashScreen: {fileID: 0}
iPhone58inLandscapeSplashScreen: {fileID: 0}
iPadPortraitSplashScreen: {fileID: 0}
iPadHighResPortraitSplashScreen: {fileID: 0}
iPadLandscapeSplashScreen: {fileID: 0}
iPadHighResLandscapeSplashScreen: {fileID: 0}
iPhone65inPortraitSplashScreen: {fileID: 0}
iPhone65inLandscapeSplashScreen: {fileID: 0}
iPhone61inPortraitSplashScreen: {fileID: 0}
iPhone61inLandscapeSplashScreen: {fileID: 0}
appleTVSplashScreen: {fileID: 0} appleTVSplashScreen: {fileID: 0}
appleTVSplashScreen2x: {fileID: 0} appleTVSplashScreen2x: {fileID: 0}
tvOSSmallIconLayers: [] tvOSSmallIconLayers: []
@ -271,6 +261,9 @@ PlayerSettings:
height: 180 height: 180
banner: {fileID: 0} banner: {fileID: 0}
androidGamepadSupportLevel: 0 androidGamepadSupportLevel: 0
AndroidMinifyWithR8: 0
AndroidMinifyRelease: 0
AndroidMinifyDebug: 0
AndroidValidateAppBundleSize: 1 AndroidValidateAppBundleSize: 1
AndroidAppBundleSizeToValidate: 150 AndroidAppBundleSizeToValidate: 150
m_BuildTargetIcons: [] m_BuildTargetIcons: []
@ -361,12 +354,14 @@ PlayerSettings:
cameraUsageDescription: cameraUsageDescription:
locationUsageDescription: locationUsageDescription:
microphoneUsageDescription: microphoneUsageDescription:
switchNMETAOverride:
switchNetLibKey: switchNetLibKey:
switchSocketMemoryPoolSize: 6144 switchSocketMemoryPoolSize: 6144
switchSocketAllocatorPoolSize: 128 switchSocketAllocatorPoolSize: 128
switchSocketConcurrencyLimit: 14 switchSocketConcurrencyLimit: 14
switchScreenResolutionBehavior: 2 switchScreenResolutionBehavior: 2
switchUseCPUProfiler: 0 switchUseCPUProfiler: 0
switchUseGOLDLinker: 0
switchApplicationID: 0x01004b9000490000 switchApplicationID: 0x01004b9000490000
switchNSODependencies: switchNSODependencies:
switchTitleNames_0: switchTitleNames_0:
@ -542,6 +537,7 @@ PlayerSettings:
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