mirror of
https://github.com/smyalygames/monopoly.git
synced 2025-05-18 06:14:10 +02:00
added buy button
This commit is contained in:
parent
39c86bf8d2
commit
12cbc174bc
13
.idea/.idea.Monopoly/.idea/.gitignore
generated
vendored
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13
.idea/.idea.Monopoly/.idea/.gitignore
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vendored
Normal file
@ -0,0 +1,13 @@
|
||||
# Default ignored files
|
||||
/shelf/
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||||
/workspace.xml
|
||||
# Rider ignored files
|
||||
/modules.xml
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||||
/.idea.Monopoly.iml
|
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# Datasource local storage ignored files
|
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/dataSources/
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|
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|
5
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28
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@ -0,0 +1,28 @@
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6
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@ -0,0 +1,6 @@
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6
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@ -0,0 +1,6 @@
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.idea/.idea.Monopoly/riderModule.iml
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7
.idea/.idea.Monopoly/riderModule.iml
generated
Normal file
@ -0,0 +1,7 @@
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<?xml version="1.0" encoding="UTF-8"?>
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</module>
|
@ -1,14 +0,0 @@
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||||
using System.Collections;
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||||
using System.Collections.Generic;
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using UnityEngine;
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public class MainMenu : MonoBehaviour
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||||
{
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||||
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public void QuitGame()
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||||
{
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||||
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||||
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|
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Assets/NuGet/Editor/NugetForUnity.dll
(Stored with Git LFS)
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Binary file not shown.
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m_StyleSheet: {fileID: 0}
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m_overrideHtmlColors: 0
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m_faceColor:
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m_outlineColor:
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||||
serializedVersion: 2
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||||
rgba: 4278190080
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||||
m_fontSize: 84
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||||
m_fontSizeBase: 84
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||||
m_fontWeight: 400
|
||||
@ -2275,7 +2204,9 @@ MonoBehaviour:
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||||
m_fontSizeMin: 18
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m_fontSizeMax: 72
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||||
m_fontStyle: 1
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||||
m_textAlignment: 514
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m_characterSpacing: 0
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||||
m_wordSpacing: 0
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m_lineSpacing: 0
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@ -2285,10 +2216,8 @@ MonoBehaviour:
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m_enableWordWrapping: 1
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m_overflowMode: 0
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m_enableKerning: 1
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checkPaddingRequired: 0
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@ -2296,40 +2225,18 @@ MonoBehaviour:
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||||
m_parseCtrlCharacters: 1
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m_isOrthographic: 1
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||||
m_isCullingEnabled: 0
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m_ignoreRectMaskCulling: 0
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m_ignoreCulling: 1
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m_horizontalMapping: 0
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m_verticalMapping: 0
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m_uvLineOffset: 0
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m_geometrySortingOrder: 0
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m_IsTextObjectScaleStatic: 0
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m_VertexBufferAutoSizeReduction: 1
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m_firstVisibleCharacter: 0
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m_useMaxVisibleDescender: 1
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m_pageToDisplay: 1
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m_margin: {x: 0, y: 0, z: 0, w: 0}
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m_textInfo:
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spaceCount: 0
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--- !u!222 &2006622904
|
File diff suppressed because it is too large
Load Diff
@ -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);
|
||||
}
|
||||
}
|
@ -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()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@ -1,5 +1,6 @@
|
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fileFormatVersion: 2
|
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guid: 9fc0d4010bbf28b4594072e72b8655ab
|
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guid: 06ecabaa422195443b2951d3144b714b
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
61
Assets/Scripts/menu/MainMenu.cs
Normal file
61
Assets/Scripts/menu/MainMenu.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
46
Assets/Scripts/menu/PropertiesHandler.cs
Normal file
46
Assets/Scripts/menu/PropertiesHandler.cs
Normal 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);
|
||||
}
|
||||
|
||||
}
|
@ -1,5 +1,5 @@
|
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fileFormatVersion: 2
|
||||
guid: d799e8e3a27dfe948be91afe90af4cad
|
||||
guid: f1d7c35c48be71348b27864809b64564
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
8
Assets/Scripts/monopoly.meta
Normal file
8
Assets/Scripts/monopoly.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13c555507e313474c818c020a1e0db4a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
50
Assets/Scripts/monopoly/ButtonHandler.cs
Normal file
50
Assets/Scripts/monopoly/ButtonHandler.cs
Normal 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();
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 74cd34bd689e47d48862579cdb566e89
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||||
guid: 9e7eff7f50ac448409bf9cf21f66bfcb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
28
Assets/Scripts/monopoly/FileHandler.cs
Normal file
28
Assets/Scripts/monopoly/FileHandler.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/monopoly/FileHandler.cs.meta
Normal file
11
Assets/Scripts/monopoly/FileHandler.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2f725fed145261e4e8ab9a3c6895d8ac
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
264
Assets/Scripts/monopoly/Main.cs
Normal file
264
Assets/Scripts/monopoly/Main.cs
Normal 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);
|
||||
}
|
||||
|
||||
}
|
52
Assets/Scripts/monopoly/Movement.cs
Normal file
52
Assets/Scripts/monopoly/Movement.cs
Normal 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);
|
||||
}
|
||||
}
|
@ -8,31 +8,23 @@ public class RollDice : MonoBehaviour
|
||||
System.Random random = new System.Random();
|
||||
|
||||
private int current;
|
||||
private Waypoints waypoints;
|
||||
|
||||
private Main main;
|
||||
|
||||
public Button m_RollDice;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
waypoints = GameObject.FindObjectOfType<Waypoints>();
|
||||
main = FindObjectOfType<Main>();
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
m_RollDice.onClick.AddListener(TaskOnClick);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void TaskOnClick() {
|
||||
current = random.Next(1, 7) + random.Next(1, 7);
|
||||
Debug.Log("Rolled: " + current);
|
||||
waypoints.UpdateRoll(current);
|
||||
main.board.MovePlayer(0, current);
|
||||
}
|
||||
}
|
51
Assets/Scripts/monopoly/TextHandler.cs
Normal file
51
Assets/Scripts/monopoly/TextHandler.cs
Normal 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()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
Assets/Scripts/monopoly/TextHandler.cs.meta
Normal file
11
Assets/Scripts/monopoly/TextHandler.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6ac9f796ef9df9f4fbdedbe3e1f47473
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -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()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
@ -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());
|
||||
}
|
||||
|
||||
}
|
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@ -1,11 +1,12 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.unity.collab-proxy": "1.2.16",
|
||||
"com.unity.ide.rider": "1.1.4",
|
||||
"com.unity.collab-proxy": "1.3.9",
|
||||
"com.unity.ide.rider": "1.2.1",
|
||||
"com.unity.ide.visualstudio": "2.0.2",
|
||||
"com.unity.ide.vscode": "1.2.1",
|
||||
"com.unity.test-framework": "1.1.14",
|
||||
"com.unity.textmeshpro": "2.0.1",
|
||||
"com.unity.timeline": "1.2.12",
|
||||
"com.unity.test-framework": "1.1.16",
|
||||
"com.unity.textmeshpro": "3.0.1",
|
||||
"com.unity.timeline": "1.3.4",
|
||||
"com.unity.ugui": "1.0.0",
|
||||
"com.unity.modules.ai": "1.0.0",
|
||||
"com.unity.modules.androidjni": "1.0.0",
|
||||
|
@ -1,7 +1,7 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.unity.collab-proxy": {
|
||||
"version": "1.2.16",
|
||||
"version": "1.3.9",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
@ -15,7 +15,7 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ide.rider": {
|
||||
"version": "1.1.4",
|
||||
"version": "1.2.1",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
@ -23,6 +23,13 @@
|
||||
},
|
||||
"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": {
|
||||
"version": "1.2.1",
|
||||
"depth": 0,
|
||||
@ -31,7 +38,7 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.test-framework": {
|
||||
"version": "1.1.14",
|
||||
"version": "1.1.16",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
@ -42,7 +49,7 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.textmeshpro": {
|
||||
"version": "2.0.1",
|
||||
"version": "3.0.1",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
@ -51,7 +58,7 @@
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.timeline": {
|
||||
"version": "1.2.12",
|
||||
"version": "1.3.4",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
@ -62,7 +69,8 @@
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"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": {
|
||||
@ -198,6 +206,18 @@
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"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.jsonserialize": "1.0.0"
|
||||
}
|
||||
|
@ -6,9 +6,9 @@ EditorBuildSettings:
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/menu.unity
|
||||
path: Assets/Scenes/menu.unity
|
||||
guid: a3fbd493866c5374390f0afa5705629b
|
||||
- enabled: 1
|
||||
path: Assets/monopoly.unity
|
||||
path: Assets/Scenes/monopoly.unity
|
||||
guid: 07d8ea2cf9ad15f41a12bd4ecf2b0f5d
|
||||
m_configObjects: {}
|
||||
|
@ -12,7 +12,7 @@ PlayerSettings:
|
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||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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@ -49,6 +49,8 @@ PlayerSettings:
|
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|
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iosShowActivityIndicatorOnLoading: -1
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androidShowActivityIndicatorOnLoading: -1
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@ -111,6 +113,10 @@ PlayerSettings:
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switchNVNOtherPoolsGranularity: 16777216
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switchNVNMaxPublicTextureIDCount: 0
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switchNVNMaxPublicSamplerIDCount: 0
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@ -180,32 +186,16 @@ PlayerSettings:
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iOSTargetOSVersionString: 11.0
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tvOSTargetOSVersionString: 11.0
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iPhoneSplashScreen: {fileID: 0}
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iPhoneHighResSplashScreen: {fileID: 0}
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iPhoneTallHighResSplashScreen: {fileID: 0}
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iPhone47inSplashScreen: {fileID: 0}
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iPhone55inPortraitSplashScreen: {fileID: 0}
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iPhone55inLandscapeSplashScreen: {fileID: 0}
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iPhone58inPortraitSplashScreen: {fileID: 0}
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iPhone58inLandscapeSplashScreen: {fileID: 0}
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iPadPortraitSplashScreen: {fileID: 0}
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iPadHighResPortraitSplashScreen: {fileID: 0}
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iPadLandscapeSplashScreen: {fileID: 0}
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iPadHighResLandscapeSplashScreen: {fileID: 0}
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iPhone65inPortraitSplashScreen: {fileID: 0}
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iPhone65inLandscapeSplashScreen: {fileID: 0}
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iPhone61inPortraitSplashScreen: {fileID: 0}
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iPhone61inLandscapeSplashScreen: {fileID: 0}
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appleTVSplashScreen: {fileID: 0}
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appleTVSplashScreen2x: {fileID: 0}
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tvOSSmallIconLayers: []
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||||
@ -271,6 +261,9 @@ PlayerSettings:
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height: 180
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banner: {fileID: 0}
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androidGamepadSupportLevel: 0
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AndroidMinifyWithR8: 0
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AndroidMinifyRelease: 0
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AndroidMinifyDebug: 0
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AndroidValidateAppBundleSize: 1
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AndroidAppBundleSizeToValidate: 150
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m_BuildTargetIcons: []
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@ -361,12 +354,14 @@ PlayerSettings:
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cameraUsageDescription:
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locationUsageDescription:
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microphoneUsageDescription:
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switchNMETAOverride:
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switchNetLibKey:
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switchSocketMemoryPoolSize: 6144
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switchSocketAllocatorPoolSize: 128
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switchSocketConcurrencyLimit: 14
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switchScreenResolutionBehavior: 2
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switchUseCPUProfiler: 0
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switchUseGOLDLinker: 0
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switchApplicationID: 0x01004b9000490000
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switchNSODependencies:
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switchTitleNames_0:
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@ -542,6 +537,7 @@ PlayerSettings:
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ps4UseResolutionFallback: 0
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ps4UseAudio3dBackend: 0
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ps4UseLowGarlicFragmentationMode: 1
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ps4SocialScreenEnabled: 0
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ps4ScriptOptimizationLevel: 0
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ps4Audio3dVirtualSpeakerCount: 14
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@ -577,9 +573,10 @@ PlayerSettings:
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webGLAnalyzeBuildSize: 0
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webGLUseEmbeddedResources: 0
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webGLCompressionFormat: 1
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webGLWasmArithmeticExceptions: 0
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webGLLinkerTarget: 1
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webGLThreadsSupport: 0
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webGLWasmStreaming: 0
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webGLDecompressionFallback: 0
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scriptingDefineSymbols: {}
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platformArchitecture: {}
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scriptingBackend: {}
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@ -587,6 +584,7 @@ PlayerSettings:
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managedStrippingLevel: {}
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incrementalIl2cppBuild: {}
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allowUnsafeCode: 0
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useDeterministicCompilation: 1
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additionalIl2CppArgs:
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scriptingRuntimeVersion: 1
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gcIncremental: 0
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@ -646,6 +644,7 @@ PlayerSettings:
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XboxOnePersistentLocalStorageSize: 0
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XboxOneXTitleMemory: 8
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XboxOneOverrideIdentityName:
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XboxOneOverrideIdentityPublisher:
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vrEditorSettings:
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daydream:
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daydreamIconForeground: {fileID: 0}
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@ -676,3 +675,4 @@ PlayerSettings:
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enableNativePlatformBackendsForNewInputSystem: 0
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disableOldInputManagerSupport: 0
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legacyClampBlendShapeWeights: 0
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virtualTexturingSupportEnabled: 0
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@ -1,2 +1,2 @@
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m_EditorVersion: 2019.4.3f1
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m_EditorVersionWithRevision: 2019.4.3f1 (f880dceab6fe)
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m_EditorVersion: 2020.1.2f1
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m_EditorVersionWithRevision: 2020.1.2f1 (7b32bc54ba47)
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@ -18,7 +18,7 @@ QualitySettings:
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shadowCascade2Split: 0.33333334
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shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
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blendWeights: 1
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@ -40,6 +40,7 @@ QualitySettings:
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asyncUploadPersistentBuffer: 1
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resolutionScalingFixedDPIFactor: 1
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customRenderPipeline: {fileID: 0}
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excludedTargetPlatforms: []
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@ -53,7 +54,7 @@ QualitySettings:
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shadowCascade2Split: 0.33333334
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shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
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shadowmaskMode: 0
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blendWeights: 2
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skinWeights: 2
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anisotropicTextures: 0
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@ -75,6 +76,7 @@ QualitySettings:
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asyncUploadPersistentBuffer: 1
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resolutionScalingFixedDPIFactor: 1
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customRenderPipeline: {fileID: 0}
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excludedTargetPlatforms: []
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@ -88,7 +90,7 @@ QualitySettings:
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shadowCascade2Split: 0.33333334
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shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
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@ -110,6 +112,7 @@ QualitySettings:
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@ -123,7 +126,7 @@ QualitySettings:
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shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
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blendWeights: 2
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skinWeights: 2
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anisotropicTextures: 1
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@ -145,6 +148,7 @@ QualitySettings:
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resolutionScalingFixedDPIFactor: 1
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@ -158,7 +162,7 @@ QualitySettings:
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anisotropicTextures: 2
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@ -180,6 +184,7 @@ QualitySettings:
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@ -193,7 +198,7 @@ QualitySettings:
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@ -215,18 +220,6 @@ QualitySettings:
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Android: 2
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Lumin: 5
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Nintendo 3DS: 5
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Nintendo Switch: 5
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PS4: 5
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PSP2: 2
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Stadia: 5
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Standalone: 5
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WebGL: 3
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Windows Store Apps: 5
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XboxOne: 5
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iPhone: 2
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tvOS: 2
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m_PerPlatformDefaultQuality: {}
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BIN
ProjectSettings/VersionControlSettings.asset
Normal file
BIN
ProjectSettings/VersionControlSettings.asset
Normal file
Binary file not shown.
19
UserSettings/EditorUserSettings.asset
Normal file
19
UserSettings/EditorUserSettings.asset
Normal file
@ -0,0 +1,19 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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EditorUserSettings:
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m_VCOverlayIcons: 1
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m_VCAllowAsyncUpdate: 0
|
Loading…
x
Reference in New Issue
Block a user