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Fixed up the classes with voids
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00759d32f8
commit
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@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using properties;
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public class board : MonoBehaviour
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public class board : MonoBehaviour
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{
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{
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@ -9,6 +10,7 @@ public class board : MonoBehaviour
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{
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{
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public int houses; //Initialising houses
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public int houses; //Initialising houses
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public int hotels; //Initialising hotels
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public int hotels; //Initialising hotels
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List<properties.Property> cards = new List<properties.Property>;
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public Board()
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public Board()
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{
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{
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@ -13,10 +13,10 @@ public class player : MonoBehaviour
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public Player()
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public Player()
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{
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{
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money = 1500;
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}
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}
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public Move(int length) //This moves the player a certain length (what they got from rolling the dice).
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public void Move(int length) //This moves the player a certain length (what they got from rolling the dice).
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{
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{
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if (position + length < 40) //Checks if the player will not pass go.
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if (position + length < 40) //Checks if the player will not pass go.
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{
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{
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@ -30,12 +30,12 @@ public class player : MonoBehaviour
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}
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}
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}
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}
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public goToJail() //If the player needs to go to jail.
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public void goToJail() //If the player needs to go to jail.
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{
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{
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position = 40; //Special position for jail.
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position = 40; //Special position for jail.
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}
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}
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public getOutOfJail(int length) //If the player is going out of jail.
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public void getOutOfJail(int length) //If the player is going out of jail.
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{
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{
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position = 10; //Moves the player out of jail.
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position = 10; //Moves the player out of jail.
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Move(length); //Then moves the player.
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Move(length); //Then moves the player.
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@ -2,87 +2,89 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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public class Property
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{
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public string title; //The name of the property.
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public string group; //The colour, station or utility.
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public int value; //How much it costs to buy.
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public int houseCost; //How much it costs to buy a house on that property.
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public int houses = 0; //How many houses it has. (Can have up to 4)
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public bool hotel = false; //Whether it has a hotel or not. (Can only have 1)
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public bool mortgage = false; //Whether the property has been mortgaged.
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public Property(string name, string importGroup, int importValue, int house) //For houses.
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{
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//Initialising all the variables.
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title = name;
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group = importGroup;
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value = importValue;
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houseCost = house;
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}
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public Property(string name, string importGroup, int importValue) //For stations or utility.
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{
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//Initialising all the variables.
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title = name;
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group = importGroup;
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value = importValue;
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}
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public void addHouse() //Used to add a house.
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{
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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.
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{
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houses += 1; //Adds a house to the property.
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}
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}
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public void removeHouse() //Used to remove a house.
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{
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if (houses > 0) //Checks if there is at least 1 house on the property.
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{
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houses -= 1; //Removes the house from the property.
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}
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}
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public void addHotel() //Used to add a hotel.
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{
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if (houses == 4) //Checks if the user has enough houses.
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{
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houses = 0; //Removes all the houses.
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hotel = true; //Creates the hotel.
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}
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}
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public void removeHotel() //Removes the hotel.
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{
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if (hotel) //Checks if they have a hotel already.
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{
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houses = 4; //Gives the user back their 4 houses.
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hotel = false; //Removes the hotel.
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}
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}
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public void mortgageProperty() //Mortgages the property.
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{
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if (!hotel && (houses == 0)) //Checks if there is not a hotel and if there are no houses.
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{
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mortgage = true; //Mortgages the property.
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}
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}
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public void unmortgageProperty() //Removes the mortgage on the property.
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{
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if (mortgage) //Checks if the property has been mortgaged.
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{
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mortgage = false; //Removes the mortgage.
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}
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}
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}
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public class properties : MonoBehaviour
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public class properties : MonoBehaviour
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{
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{
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public class Property
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{
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public string title; //The name of the property.
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public string group; //The colour, station or utility.
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public int value; //How much it costs to buy.
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public int houseCost; //How much it costs to buy a house on that property.
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public int houses = 0; //How many houses it has. (Can have up to 4)
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public bool hotel = false; //Whether it has a hotel or not. (Can only have 1)
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public bool mortgage = false; //Whether the property has been mortgaged.
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public Property(string name, string importGroup, int importValue, int house) //For houses.
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{
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//Initialising all the variables.
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title = name;
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group = importGroup;
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value = importValue;
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houseCost = house;
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}
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public Property(string name, string importGroup, int importValue) //For stations or utility.
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{
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//Initialising all the variables.
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title = name;
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group = importGroup;
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value = importValue;
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}
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public addHouse() //Used to add a house.
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{
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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.
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{
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houses += 1; //Adds a house to the property.
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}
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}
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public removeHouse() //Used to remove a house.
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{
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if (houses > 0) //Checks if there is at least 1 house on the property.
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{
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houses -= 1; //Removes the house from the property.
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}
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}
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public addHotel() //Used to add a hotel.
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{
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if (houses == 4) //Checks if the user has enough houses.
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{
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houses = 0; //Removes all the houses.
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hotel = true; //Creates the hotel.
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}
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}
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public removeHotel() //Removes the hotel.
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{
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if (hotel) //Checks if they have a hotel already.
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{
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houses = 4; //Gives the user back their 4 houses.
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hotel = false; //Removes the hotel.
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}
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}
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public mortgageProperty() //Mortgages the property.
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{
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if (!hotel && (houses = 0)) //Checks if there is not a hotel and if there are no houses.
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{
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mortgage = true; //Mortgages the property.
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}
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}
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public unmortgageProperty() //Removes the mortgage on the property.
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{
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if (mortgage)
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{
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mortgage = false;
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}
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}
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}
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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