A bit of UI updating

This commit is contained in:
Anthony Berg 2020-08-31 23:48:20 +01:00
parent 6f4c8a85a3
commit 4ad977211b
7 changed files with 409 additions and 123 deletions

View File

@ -3,7 +3,6 @@
<component name="ContentModelUserStore"> <component name="ContentModelUserStore">
<attachedFolders /> <attachedFolders />
<explicitIncludes> <explicitIncludes>
<Path>Assets</Path>
<Path>Library/PackageCache/com.unity.collab-proxy@1.3.9</Path> <Path>Library/PackageCache/com.unity.collab-proxy@1.3.9</Path>
<Path>Library/PackageCache/com.unity.ext.nunit@1.0.0</Path> <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.rider@1.2.1</Path>

View File

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m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
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@ -8269,7 +8527,7 @@ RectTransform:
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m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
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m_SizeDelta: {x: 32.973938, y: 33.293304} m_SizeDelta: {x: 32.973938, y: 33.293304}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1720645208 --- !u!114 &1720645208
@ -8592,7 +8850,7 @@ RectTransform:
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m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}
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m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1759702752 --- !u!114 &1759702752
MonoBehaviour: MonoBehaviour:
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m_RootOrder: 6 m_RootOrder: 6
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m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
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GameObject: GameObject:
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m_SizeDelta: {x: 100, y: 100} m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &1813933102 --- !u!1 &1813933102
GameObject: GameObject:
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m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 100, y: 100} m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!1 &1881411831 --- !u!1 &1881411831
GameObject: GameObject:
@ -9246,14 +9504,13 @@ RectTransform:
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: m_Children:
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m_Father: {fileID: 653887086} m_Father: {fileID: 653887086}
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MonoBehaviour: MonoBehaviour:
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GameObject: GameObject:
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MonoBehaviour: MonoBehaviour:
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@ -10024,7 +10281,7 @@ RectTransform:
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--- !u!114 &2145197397 --- !u!114 &2145197397

View File

@ -9,6 +9,8 @@ public class ButtonHandler : MonoBehaviour
public Button rollDice; public Button rollDice;
public GameObject buyButton; public GameObject buyButton;
public Button buyButtonButton; public Button buyButtonButton;
public Button nextTurn;
public GameObject nextTurnObj;
//Inventory //Inventory
public GameObject PropertyUI; public GameObject PropertyUI;
@ -17,26 +19,37 @@ public class ButtonHandler : MonoBehaviour
private bool inventoryOpen = false; private bool inventoryOpen = false;
private Inventory inventoryClass; private Inventory inventoryClass;
public void disableRollDice() public void DisableRollDice()
{ {
rollDice.interactable = false; rollDice.interactable = false;
} }
public void enableRollDice() public void EnableRollDice()
{ {
rollDice.interactable = true; rollDice.interactable = true;
} }
public void disableBuying() public void DisableBuying()
{ {
buyButton.SetActive(false); buyButton.SetActive(false);
} }
public void enableBuying() public void EnableBuying()
{ {
buyButton.SetActive(true); buyButton.SetActive(true);
} }
public void EnableNextTurn()
{
nextTurnObj.SetActive(true);
}
void NextTurn()
{
main.board.NextPlayer();
nextTurnObj.SetActive(false);
}
void OpenInventory() void OpenInventory()
{ {
inventoryClass.UpdateInventory(); inventoryClass.UpdateInventory();
@ -77,6 +90,7 @@ public class ButtonHandler : MonoBehaviour
void Start() void Start()
{ {
buyButtonButton.onClick.AddListener(BuyPropertyClick); buyButtonButton.onClick.AddListener(BuyPropertyClick);
nextTurn.onClick.AddListener(NextTurn);
inventory.onClick.AddListener(ToggleInventory); inventory.onClick.AddListener(ToggleInventory);
} }

View File

@ -41,11 +41,16 @@ public class Inventory : MonoBehaviour
} }
} }
public void OpenInventory() //This function renders the inventory pannel. public void OpenInventory() //This function renders the inventory panel.
{ {
Player currentPlayer = main.board.players[main.board.currentPlayer]; //Initialises the current player to make the code look neater. Player currentPlayer = main.board.players[main.board.currentPlayer]; //Initialises the current player to make the code look neater.
for (int i = 0; i < properties.Length; i++) //Checks through all of the buttons. for (int i = 0; i < properties.Length; i++) //Checks through all of the buttons.
{ {
if (currentPlayer.ownedProperties.Count == 0)
{
properties[i].interactable = false;
break;
}
for (int j = 0; j < currentPlayer.ownedProperties.Count; j++) //Checks through all of the owned properties. for (int j = 0; j < currentPlayer.ownedProperties.Count; j++) //Checks through all of the owned properties.
{ {
if (currentPlayer.ownedProperties[j].property_name == properties[i].name) //Checks if the names of the property is the same as the button name/ if (currentPlayer.ownedProperties[j].property_name == properties[i].name) //Checks if the names of the property is the same as the button name/
@ -53,6 +58,8 @@ public class Inventory : MonoBehaviour
properties[i].interactable = true; //Makes the button for the property interactable. properties[i].interactable = true; //Makes the button for the property interactable.
break; //Stops the j for loop as the owned properties list is in order. break; //Stops the j for loop as the owned properties list is in order.
} }
properties[i].interactable = false;
} }
} }
} }

View File

@ -175,7 +175,7 @@ public class Board //Creating the class for the board mechanics.
textHandler.updateTile(propertyName); //Updates the UI text for the property info without the value of the property textHandler.updateTile(propertyName); //Updates the UI text for the property info without the value of the property
} }
buttonHandler.disableRollDice(); //Disables the user from being able to roll the dice whilst the player is moving buttonHandler.DisableRollDice(); //Disables the user from being able to roll the dice whilst the player is moving
} }
public void CheckFees() //This checks if the player has to pay for landing on a property public void CheckFees() //This checks if the player has to pay for landing on a property
@ -203,6 +203,7 @@ public class Board //Creating the class for the board mechanics.
{ {
currentPlayer++; //Increments the queue to the next player currentPlayer++; //Increments the queue to the next player
} }
buttonHandler.EnableRollDice(); //Re-enables the user to roll the dice.
} }
public bool CheckBuyable(int position) //This checks if the property can be bought by the user. public bool CheckBuyable(int position) //This checks if the property can be bought by the user.
@ -214,12 +215,12 @@ public class Board //Creating the class for the board mechanics.
{ {
if (property.property_name == avaliableProperties[i].property_name) //Checks if the name exists in the available properties that can be purchased. 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 buttonHandler.EnableBuying(); //If it can, it will return true and break from the function
return true; //Returns true if the property is buyable. return true; //Returns true if the property is buyable.
} }
} }
buttonHandler.disableBuying(); //If the name is not found, the property has not been found. buttonHandler.DisableBuying(); //If the name is not found, the property has not been found.
buttonHandler.enableRollDice(); //Allows the user to roll the dice if the property cannot be bought buttonHandler.EnableRollDice(); //Allows the user to roll the dice if the property cannot be bought
return false; //Returns false if the property is not buybale. return false; //Returns false if the property is not buybale.
} }
@ -248,8 +249,8 @@ public class Board //Creating the class for the board mechanics.
if (money - property.property_value < 0) //Checks if the player doesn't have enough money to pay for it if (money - property.property_value < 0) //Checks if the player doesn't have enough money to pay for it
{ {
Debug.Log("The player doesn't have enough money!"); Debug.Log("The player doesn't have enough money!");
buttonHandler.disableBuying(); //Removes the buy button. buttonHandler.DisableBuying(); //Removes the buy button.
buttonHandler.enableRollDice(); //Re-enables the user to roll the dice. buttonHandler.EnableRollDice(); //Re-enables the user to roll the dice.
return; //Stops the function return; //Stops the function
} }
@ -260,8 +261,8 @@ public class Board //Creating the class for the board mechanics.
avaliableProperties.RemoveAt(i); //Removes the property from the list. avaliableProperties.RemoveAt(i); //Removes the property from the list.
players[currentPlayer].BuyProperty(property); //This buys the property in the player class 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. textHandler.updateMoney(players[currentPlayer].money); //This updates the amount of money the player has.
buttonHandler.disableBuying(); //Removes the buy button. buttonHandler.DisableBuying(); //Removes the buy button.
buttonHandler.enableRollDice(); //Re-enables the user to roll the dice. buttonHandler.EnableNextTurn();
return; //Stops the function return; //Stops the function
} }
} }
@ -360,6 +361,11 @@ public class Board //Creating the class for the board mechanics.
return false; //This returns false to say that the hotel cannot be sold. return false; //This returns false to say that the hotel cannot be sold.
} }
private void PayRent()
{
}
} }
public class Player public class Player

View File

@ -53,13 +53,13 @@ public class Movement : MonoBehaviour
if (position == 30) //This checks if the player has landed on go to jail. if (position == 30) //This checks if the player has landed on go to jail.
{ {
main.board.players[currentPlayer].GoToJail(); main.board.players[currentPlayer].GoToJail();
//main.board.NextPlayer();
return; return;
} }
if (!main.board.CheckBuyable(roll)) if (!main.board.CheckBuyable(roll))
{ {
main.board.CheckFees(); main.board.CheckFees();
main.board.NextPlayer();
} }
} }

View File

@ -17,12 +17,12 @@ PlayerSettings:
defaultCursor: {fileID: 0} defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0} cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1} m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
m_ShowUnitySplashScreen: 1 m_ShowUnitySplashScreen: 0
m_ShowUnitySplashLogo: 1 m_ShowUnitySplashLogo: 0
m_SplashScreenOverlayOpacity: 1 m_SplashScreenOverlayOpacity: 1
m_SplashScreenAnimation: 1 m_SplashScreenAnimation: 1
m_SplashScreenLogoStyle: 1 m_SplashScreenLogoStyle: 1
m_SplashScreenDrawMode: 0 m_SplashScreenDrawMode: 1
m_SplashScreenBackgroundAnimationZoom: 1 m_SplashScreenBackgroundAnimationZoom: 1
m_SplashScreenLogoAnimationZoom: 1 m_SplashScreenLogoAnimationZoom: 1
m_SplashScreenBackgroundLandscapeAspect: 1 m_SplashScreenBackgroundLandscapeAspect: 1
@ -512,6 +512,7 @@ PlayerSettings:
ps4ShareFilePath: ps4ShareFilePath:
ps4ShareOverlayImagePath: ps4ShareOverlayImagePath:
ps4PrivacyGuardImagePath: ps4PrivacyGuardImagePath:
ps4ExtraSceSysFile:
ps4NPtitleDatPath: ps4NPtitleDatPath:
ps4RemotePlayKeyAssignment: -1 ps4RemotePlayKeyAssignment: -1
ps4RemotePlayKeyMappingDir: ps4RemotePlayKeyMappingDir:
@ -554,6 +555,8 @@ PlayerSettings:
ps4disableAutoHideSplash: 0 ps4disableAutoHideSplash: 0
ps4videoRecordingFeaturesUsed: 0 ps4videoRecordingFeaturesUsed: 0
ps4contentSearchFeaturesUsed: 0 ps4contentSearchFeaturesUsed: 0
ps4CompatibilityPS5: 0
ps4GPU800MHz: 1
ps4attribEyeToEyeDistanceSettingVR: 0 ps4attribEyeToEyeDistanceSettingVR: 0
ps4IncludedModules: [] ps4IncludedModules: []
ps4attribVROutputEnabled: 0 ps4attribVROutputEnabled: 0