mirror of
https://github.com/smyalygames/monopoly.git
synced 2025-05-18 06:14:10 +02:00
A bit of UI updating
This commit is contained in:
parent
6f4c8a85a3
commit
4ad977211b
1
.idea/.idea.Monopoly/.idea/indexLayout.xml
generated
1
.idea/.idea.Monopoly/.idea/indexLayout.xml
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@ -3,7 +3,6 @@
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1662460184}
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m_CullTransparentMesh: 0
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--- !u!1 &1679217083
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GameObject:
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m_ObjectHideFlags: 0
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@ -8150,7 +8408,7 @@ RectTransform:
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m_AnchoredPosition: {x: -124.8, y: 157.18}
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m_AnchoredPosition: {x: -124.8, y: 10.6}
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m_SizeDelta: {x: 32.973938, y: 33.293304}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1682945569
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@ -8269,7 +8527,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -163.3, y: 10.6}
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m_SizeDelta: {x: 32.973938, y: 33.293304}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1720645208
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@ -8592,7 +8850,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 187.20508, y: 280.02258}
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m_SizeDelta: {x: -821.02905, y: -228.19812}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1759702752
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MonoBehaviour:
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@ -8665,10 +8923,10 @@ RectTransform:
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m_Father: {fileID: 323029380}
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m_RootOrder: 6
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -183}
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m_SizeDelta: {x: 100, y: 100}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &1812891845
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GameObject:
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@ -8702,10 +8960,10 @@ RectTransform:
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m_Father: {fileID: 323029380}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -1.8999939}
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m_SizeDelta: {x: 100, y: 100}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &1813933102
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GameObject:
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@ -8829,10 +9087,10 @@ RectTransform:
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m_Father: {fileID: 310476697}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 100, y: 100}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &1881411831
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GameObject:
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@ -9246,14 +9504,13 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 85078180}
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- {fileID: 1983450634}
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m_Father: {fileID: 653887086}
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m_RootOrder: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 335.29407, y: 154.56815}
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m_SizeDelta: {x: -730.0671, y: -408.9817}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1977242782
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MonoBehaviour:
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@ -9328,7 +9585,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -87.2, y: 157.18}
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m_AnchoredPosition: {x: -87.2, y: -62.7}
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m_SizeDelta: {x: 32.973938, y: 33.293304}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1978267161
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@ -9446,10 +9703,10 @@ RectTransform:
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m_Father: {fileID: 323029380}
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m_RootOrder: 9
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: -294.8}
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m_SizeDelta: {x: 100, y: 100}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!1 &1983450633
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GameObject:
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@ -9477,19 +9734,19 @@ RectTransform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1983450633}
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 1334990293}
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m_Father: {fileID: 1977242781}
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m_RootOrder: 1
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m_Father: {fileID: 85078180}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 206.46, y: 116.47}
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m_AnchorMin: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 1.0859985, y: 0}
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m_SizeDelta: {x: 22.386719, y: 21.624939}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 1, y: 1}
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--- !u!114 &1983450635
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -9606,7 +9863,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -124.8, y: 157.18}
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m_AnchoredPosition: {x: -124.8, y: -62.7}
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m_SizeDelta: {x: 32.973938, y: 33.293304}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1983981047
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@ -10024,7 +10281,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -163.3, y: 157.18}
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m_AnchoredPosition: {x: -163.3, y: 47}
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m_SizeDelta: {x: 32.973938, y: 33.293304}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &2145197397
|
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|
@ -9,6 +9,8 @@ public class ButtonHandler : MonoBehaviour
|
||||
public Button rollDice;
|
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public GameObject buyButton;
|
||||
public Button buyButtonButton;
|
||||
public Button nextTurn;
|
||||
public GameObject nextTurnObj;
|
||||
|
||||
//Inventory
|
||||
public GameObject PropertyUI;
|
||||
@ -17,26 +19,37 @@ public class ButtonHandler : MonoBehaviour
|
||||
private bool inventoryOpen = false;
|
||||
private Inventory inventoryClass;
|
||||
|
||||
public void disableRollDice()
|
||||
public void DisableRollDice()
|
||||
{
|
||||
rollDice.interactable = false;
|
||||
}
|
||||
|
||||
public void enableRollDice()
|
||||
public void EnableRollDice()
|
||||
{
|
||||
rollDice.interactable = true;
|
||||
}
|
||||
|
||||
public void disableBuying()
|
||||
public void DisableBuying()
|
||||
{
|
||||
buyButton.SetActive(false);
|
||||
}
|
||||
|
||||
public void enableBuying()
|
||||
public void EnableBuying()
|
||||
{
|
||||
buyButton.SetActive(true);
|
||||
}
|
||||
|
||||
public void EnableNextTurn()
|
||||
{
|
||||
nextTurnObj.SetActive(true);
|
||||
}
|
||||
|
||||
void NextTurn()
|
||||
{
|
||||
main.board.NextPlayer();
|
||||
nextTurnObj.SetActive(false);
|
||||
}
|
||||
|
||||
void OpenInventory()
|
||||
{
|
||||
inventoryClass.UpdateInventory();
|
||||
@ -77,6 +90,7 @@ public class ButtonHandler : MonoBehaviour
|
||||
void Start()
|
||||
{
|
||||
buyButtonButton.onClick.AddListener(BuyPropertyClick);
|
||||
nextTurn.onClick.AddListener(NextTurn);
|
||||
inventory.onClick.AddListener(ToggleInventory);
|
||||
}
|
||||
|
||||
|
@ -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.
|
||||
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.
|
||||
{
|
||||
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.
|
||||
break; //Stops the j for loop as the owned properties list is in order.
|
||||
}
|
||||
|
||||
properties[i].interactable = false;
|
||||
}
|
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}
|
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}
|
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|
@ -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
|
||||
}
|
||||
|
||||
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
|
||||
@ -203,6 +203,7 @@ public class Board //Creating the class for the board mechanics.
|
||||
{
|
||||
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.
|
||||
@ -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.
|
||||
{
|
||||
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.
|
||||
}
|
||||
}
|
||||
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.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
|
||||
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
|
||||
{
|
||||
Debug.Log("The player doesn't have enough money!");
|
||||
buttonHandler.disableBuying(); //Removes the buy button.
|
||||
buttonHandler.enableRollDice(); //Re-enables the user to roll the dice.
|
||||
buttonHandler.DisableBuying(); //Removes the buy button.
|
||||
buttonHandler.EnableRollDice(); //Re-enables the user to roll the dice.
|
||||
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.
|
||||
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(); //Removes the buy button.
|
||||
buttonHandler.enableRollDice(); //Re-enables the user to roll the dice.
|
||||
buttonHandler.DisableBuying(); //Removes the buy button.
|
||||
buttonHandler.EnableNextTurn();
|
||||
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.
|
||||
}
|
||||
|
||||
private void PayRent()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class Player
|
||||
|
@ -53,13 +53,13 @@ public class Movement : MonoBehaviour
|
||||
if (position == 30) //This checks if the player has landed on go to jail.
|
||||
{
|
||||
main.board.players[currentPlayer].GoToJail();
|
||||
//main.board.NextPlayer();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!main.board.CheckBuyable(roll))
|
||||
{
|
||||
main.board.CheckFees();
|
||||
main.board.NextPlayer();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -17,12 +17,12 @@ PlayerSettings:
|
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defaultCursor: {fileID: 0}
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cursorHotspot: {x: 0, y: 0}
|
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m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1}
|
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m_ShowUnitySplashScreen: 1
|
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m_ShowUnitySplashLogo: 1
|
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m_ShowUnitySplashScreen: 0
|
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m_ShowUnitySplashLogo: 0
|
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m_SplashScreenOverlayOpacity: 1
|
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m_SplashScreenAnimation: 1
|
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m_SplashScreenLogoStyle: 1
|
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m_SplashScreenDrawMode: 0
|
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m_SplashScreenDrawMode: 1
|
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m_SplashScreenBackgroundAnimationZoom: 1
|
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m_SplashScreenLogoAnimationZoom: 1
|
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m_SplashScreenBackgroundLandscapeAspect: 1
|
||||
@ -512,6 +512,7 @@ PlayerSettings:
|
||||
ps4ShareFilePath:
|
||||
ps4ShareOverlayImagePath:
|
||||
ps4PrivacyGuardImagePath:
|
||||
ps4ExtraSceSysFile:
|
||||
ps4NPtitleDatPath:
|
||||
ps4RemotePlayKeyAssignment: -1
|
||||
ps4RemotePlayKeyMappingDir:
|
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@ -554,6 +555,8 @@ PlayerSettings:
|
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ps4disableAutoHideSplash: 0
|
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ps4videoRecordingFeaturesUsed: 0
|
||||
ps4contentSearchFeaturesUsed: 0
|
||||
ps4CompatibilityPS5: 0
|
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ps4GPU800MHz: 1
|
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ps4attribEyeToEyeDistanceSettingVR: 0
|
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ps4IncludedModules: []
|
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ps4attribVROutputEnabled: 0
|
||||
|
Loading…
x
Reference in New Issue
Block a user