mirror of
https://github.com/smyalygames/monopoly.git
synced 2025-05-18 06:14:10 +02:00
Made it so that the player has to own all the properties in a colour to buy/sell.
This commit is contained in:
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--- !u!1 &1983981045
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@ -39,7 +39,7 @@ public class ButtonHandler : MonoBehaviour
|
||||
|
||||
void OpenInventory()
|
||||
{
|
||||
inventoryClass.OpenInventory();
|
||||
inventoryClass.UpdateInventory();
|
||||
GameUI.SetActive(false);
|
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PropertyUI.SetActive(true);
|
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inventoryText.text = "Close Inventory";
|
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|
@ -22,11 +22,26 @@ public class Inventory : MonoBehaviour
|
||||
public Button buyHouse;
|
||||
public TextMeshProUGUI buyHouseText;
|
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public Button sellHouse;
|
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public TextMeshProUGUI sellHouseText;
|
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public Button mortgage;
|
||||
public TextMeshProUGUI mortgageText;
|
||||
private Button lastButton;
|
||||
|
||||
//This is the function that will be used when the user clicks to open the inventory.
|
||||
public void OpenInventory()
|
||||
|
||||
public void UpdateInventory() //This is meant to update what is on the property panel when
|
||||
{
|
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if (inventoryPanel.activeSelf) //This checks if the inventory panel is open.
|
||||
{
|
||||
OpenInventory(); //This updates only the inventory panel.
|
||||
}
|
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else if (propertyPanel.activeSelf) //This checks if the property panel is open.
|
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{
|
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OpenProperties(lastButton); //This updates the properties panel.
|
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}
|
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}
|
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|
||||
public void OpenInventory() //This function renders the inventory pannel.
|
||||
{
|
||||
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.
|
||||
@ -44,6 +59,7 @@ public class Inventory : MonoBehaviour
|
||||
|
||||
void OpenProperties(Button button) //This functions runs when a property has been clicked on in the inventory.
|
||||
{
|
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lastButton = button; //This caches the previously used button for updating when closed and reopened.
|
||||
Property property = new Property(); //This is used for the property information to make the code look neater.
|
||||
int currentProperty = 50; //This is used for identifying the property in the ownedProperties list - 50 is used if the property wasn't found for some reason.
|
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|
||||
@ -64,8 +80,10 @@ public class Inventory : MonoBehaviour
|
||||
|
||||
backButton.onClick.AddListener(CloseProperties); //This adds a listener to go back to the main menu screen for the inventory.
|
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|
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//These clears all of the previous listeners.
|
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buyHouse.onClick.RemoveAllListeners();
|
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sellHouse.onClick.RemoveAllListeners();
|
||||
//These adds listeners to the sell and buy buttons for this specific property.
|
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buyHouse.onClick.AddListener(() => BuyHouse(currentProperty, property.property_name));
|
||||
sellHouse.onClick.AddListener(() => SellHouse(currentProperty, property.property_name));
|
||||
|
||||
@ -93,6 +111,13 @@ public class Inventory : MonoBehaviour
|
||||
break;
|
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}
|
||||
|
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if (!main.board.players[main.board.currentPlayer].CheckColourSet(property.property_group)) //This checks if all of the colour group properties are owned.
|
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{
|
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//If they aren't all owned, the buy and sell buttons will be disabled.
|
||||
buyHouse.interactable = false;
|
||||
sellHouse.interactable = false;
|
||||
}
|
||||
|
||||
//Buttons
|
||||
if (!main.board.players[main.board.currentPlayer].ownedProperties[currentProperty].mortgage) //This checks if the property is not mortgaged.
|
||||
{
|
||||
@ -109,47 +134,60 @@ public class Inventory : MonoBehaviour
|
||||
propertyPanel.SetActive(true); //This shows the property specific menu.
|
||||
}
|
||||
|
||||
void BuyHouse(int currentProperty, string propertyName)
|
||||
void BuyHouse(int currentProperty, string propertyName) //This is the function for the buy button.
|
||||
{
|
||||
main.board.BuyHouseOnProperty(propertyName);
|
||||
Property property = main.board.players[main.board.currentPlayer].ownedProperties[currentProperty];
|
||||
propertyHouses.text = property.ParseHouses();
|
||||
if (property.houses == 4)
|
||||
main.board.BuyHouseOnProperty(propertyName); //This will pass the buy function in the main script.
|
||||
|
||||
Property property = main.board.players[main.board.currentPlayer].ownedProperties[currentProperty]; //This caches the current property information.
|
||||
|
||||
propertyHouses.text = property.ParseHouses(); //This changes the text for how many houses there are on the property.
|
||||
|
||||
switch (property.houses) //This now checks how many houses there are on the property.
|
||||
{
|
||||
buyHouseText.text = "Buy Hotel";
|
||||
}
|
||||
else if (property.houses > 4)
|
||||
{
|
||||
buyHouseText.text = "Buy Hotel";
|
||||
buyHouse.interactable = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
buyHouseText.text = "Buy House";
|
||||
case 4: //This checks if there are enough houses to buy a hotel now.
|
||||
buyHouseText.text = "Buy Hotel"; //This changes the text on the button to buying a hotel.
|
||||
sellHouseText.text = "Sell House"; //This changes the text on the button to selling a house.
|
||||
break;
|
||||
case 5: //This checks if the property has reached its limit on buying properties.
|
||||
buyHouseText.text = "Buy Hotel"; //This changes the text on the button to buying a hotel.
|
||||
sellHouseText.text = "Sell Hotel"; //This changes the text on the button to selling a hotel.
|
||||
buyHouse.interactable = false; //This disables the user from buying more houses.
|
||||
break;
|
||||
default:
|
||||
buyHouseText.text = "Buy House"; //If there aren't enough for a hotel, the button will display Buy House.
|
||||
sellHouseText.text = "Sell House"; //This changes the button text to selling a house.
|
||||
break;
|
||||
}
|
||||
|
||||
sellHouse.interactable = true;
|
||||
sellHouse.interactable = true; //As when a property will be bought, it will immediately allow the user to sell their houses.
|
||||
}
|
||||
|
||||
void SellHouse(int currentProperty, string propertyName)
|
||||
void SellHouse(int currentProperty, string propertyName) //This is the function for the buy button.
|
||||
{
|
||||
main.board.SellHouseOnProperty(propertyName);
|
||||
Property property = main.board.players[main.board.currentPlayer].ownedProperties[currentProperty];
|
||||
propertyHouses.text = property.ParseHouses();
|
||||
if (property.houses == 0)
|
||||
main.board.SellHouseOnProperty(propertyName); //This will pass the sell function in the main script.
|
||||
|
||||
Property property = main.board.players[main.board.currentPlayer].ownedProperties[currentProperty]; //This caches the current property information.
|
||||
|
||||
propertyHouses.text = property.ParseHouses(); //This changes the text for how many houses there are on the property.
|
||||
|
||||
switch (property.houses) //This now checks how many houses there are on the property.
|
||||
{
|
||||
sellHouse.interactable = false;
|
||||
}
|
||||
else if (property.houses < 4)
|
||||
{
|
||||
buyHouseText.text = "Buy House";
|
||||
}
|
||||
else if (property.houses >= 4)
|
||||
{
|
||||
buyHouseText.text = "Buy Hotel";
|
||||
case 0: //This checks if there are 0 houses left.
|
||||
buyHouseText.text = "Buy House"; //This changes the button text to buying a house.
|
||||
sellHouseText.text = "Sell House"; //This changes the button text to selling a house.
|
||||
sellHouse.interactable = false; //If there are no more houses, the player can't sell anymore, so the sell button will be disabled.
|
||||
break;
|
||||
case 4: //This is for when they have sold the hotel.
|
||||
buyHouseText.text = "Buy Hotel"; //This changes the button text to buying a hotel.
|
||||
sellHouseText.text = "Sell House"; //This changes the button text to selling a house.
|
||||
break;
|
||||
default:
|
||||
buyHouseText.text = "Buy House"; //This changes the button text to buying a house.
|
||||
sellHouseText.text = "Sell House"; //This changes the button text to selling a house.
|
||||
break;
|
||||
}
|
||||
|
||||
buyHouse.interactable = true;
|
||||
buyHouse.interactable = true; //As when a property is sold, it means that the houses aren't at its max and hence enables the buy button.
|
||||
}
|
||||
|
||||
void Mortgage(int currentProperty) //This function runs when the Mortgage button has been pressed.
|
||||
@ -174,6 +212,7 @@ public class Inventory : MonoBehaviour
|
||||
|
||||
void CloseProperties() //This closes the property specific window and goes to the inventory main menu.
|
||||
{
|
||||
OpenInventory(); //This updates the inventory panel.
|
||||
propertyPanel.SetActive(false); //This closes the property specific window.
|
||||
inventoryPanel.SetActive(true); //This opens the inventory main menu.
|
||||
}
|
||||
|
@ -223,20 +223,20 @@ public class Board //Creating the class for the board mechanics.
|
||||
return false; //Returns false if the property is not buybale.
|
||||
}
|
||||
|
||||
public (int, int) FindOwner(string propertyName)
|
||||
public (int, int) FindOwner(string propertyName) //This function is used to find the property and the owner of it.
|
||||
{
|
||||
for (int i = 0; i < players.Count; i++)
|
||||
for (int i = 0; i < players.Count; i++) //This is the loop for the amount of players playing.
|
||||
{
|
||||
for (int j = 0; j < players[i].ownedProperties.Count; j++)
|
||||
for (int j = 0; j < players[i].ownedProperties.Count; j++) //This is the loop for the amount of properties the currently searched player owns.
|
||||
{
|
||||
if (players[i].ownedProperties[j].property_name == propertyName)
|
||||
if (players[i].ownedProperties[j].property_name == propertyName) //This checks if the property name parameter matches the one that the player owns.
|
||||
{
|
||||
return (i, j);
|
||||
return (i, j); //It returns the player then the property position.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return (0, 0);
|
||||
return (0, 0); //Default error.
|
||||
}
|
||||
|
||||
public void BuyProperty()
|
||||
@ -270,90 +270,95 @@ public class Board //Creating the class for the board mechanics.
|
||||
|
||||
}
|
||||
|
||||
public void BuyHouseOnProperty(string propertyName)
|
||||
public void BuyHouseOnProperty(string propertyName) //This function links the UI button and this class to buy properties.
|
||||
{
|
||||
var location = FindOwner(propertyName);
|
||||
var location = FindOwner(propertyName); //This function finds the owner and the position of the property in the owner's list of properties.
|
||||
|
||||
Property property = players[location.Item1].ownedProperties[location.Item2];
|
||||
Property property = players[location.Item1].ownedProperties[location.Item2]; //This caches the property information that was selected.
|
||||
|
||||
if (property.houses < 4)
|
||||
if (!players[location.Item1].CheckColourSet(property.property_group)) //This checks if the player owns all of the properties in the group.
|
||||
{
|
||||
if (BuyHouse())
|
||||
return; //This stops the function if they don't own all the properties in the group.
|
||||
}
|
||||
|
||||
if (property.houses < 4) //This checks if the property has less than 4 houses.
|
||||
{
|
||||
players[location.Item1].ownedProperties[location.Item2].addHouse();
|
||||
if (BuyHouse()) //This then buys a house locally.
|
||||
{
|
||||
players[location.Item1].ownedProperties[location.Item2].addHouse(); //This then buys the house in the Property class.
|
||||
}
|
||||
}
|
||||
else if (property.houses == 4)
|
||||
else if (property.houses == 4) //This checks if the property has enough houses to buy a hotel.
|
||||
{
|
||||
if (BuyHotel())
|
||||
if (BuyHotel()) //This buys a hotel locally.
|
||||
{
|
||||
players[location.Item1].ownedProperties[location.Item2].addHouse();
|
||||
players[location.Item1].ownedProperties[location.Item2].addHouse(); //This then buys the hotel in the Property class.
|
||||
}
|
||||
}
|
||||
|
||||
players[location.Item1].Pay(Convert.ToInt32(property.property_cost));
|
||||
players[location.Item1].Pay(Convert.ToInt32(property.property_cost)); //This then makes the player pay for the house that they bought.
|
||||
}
|
||||
|
||||
public void SellHouseOnProperty(string propertyName)
|
||||
public void SellHouseOnProperty(string propertyName) //This function links the UI button and this class to sell properties.
|
||||
{
|
||||
var location = FindOwner(propertyName);
|
||||
var location = FindOwner(propertyName); //This function finds the owner and the position of the property in the owner's list of properties.
|
||||
|
||||
Property property = players[location.Item1].ownedProperties[location.Item2];
|
||||
Property property = players[location.Item1].ownedProperties[location.Item2]; //This caches the property information that was selected.
|
||||
|
||||
if (property.houses <= 4 && property.houses > 0)
|
||||
if (property.houses <= 4 && property.houses > 0) //This checks if the properties has a house(s).
|
||||
{
|
||||
SellHouse();
|
||||
players[location.Item1].ownedProperties[location.Item2].removeHouse();
|
||||
SellHouse(); //This then locally sells the house(s) locally.
|
||||
players[location.Item1].ownedProperties[location.Item2].removeHouse(); //This then removes the house in the Property class.
|
||||
}
|
||||
else if (property.houses == 5)
|
||||
else if (property.houses == 5) //This checks if the property has a hotel.
|
||||
{
|
||||
if (SellHotel())
|
||||
if (SellHotel()) //This then sells the hotel locally.
|
||||
{
|
||||
players[location.Item1].ownedProperties[location.Item2].removeHouse();
|
||||
players[location.Item1].ownedProperties[location.Item2].removeHouse(); //This then removes the hotel in the Property class.
|
||||
}
|
||||
}
|
||||
|
||||
players[location.Item1].Pay(Convert.ToInt32(property.property_cost)/-2);
|
||||
players[location.Item1].Pay(Convert.ToInt32(property.property_cost)/-2); //This then gives back the money to the player for half the house/hotel's cost.
|
||||
}
|
||||
|
||||
private bool BuyHouse()
|
||||
private bool BuyHouse() //This function is used to buy houses locally.
|
||||
{
|
||||
if (houses > 0)
|
||||
if (houses > 0) //This checks if there are enough houses to buy.
|
||||
{
|
||||
houses--;
|
||||
return true;
|
||||
houses--; //This removes a house from the board as the house can be bought.
|
||||
return true; //This says that the house can be bought.
|
||||
}
|
||||
|
||||
return false;
|
||||
return false; //This says that the house cannot be bought.
|
||||
}
|
||||
|
||||
private void SellHouse()
|
||||
private void SellHouse() //This function is used to sell a house locally.
|
||||
{
|
||||
houses++;
|
||||
houses++; //This adds a house to the board as the house has been sold.
|
||||
}
|
||||
|
||||
private bool BuyHotel()
|
||||
private bool BuyHotel() //This function is used to buy a hotel locally.
|
||||
{
|
||||
if (hotels > 0)
|
||||
if (hotels > 0) //This checks if there are enough hotels on the board.
|
||||
{
|
||||
houses += 4;
|
||||
hotels--;
|
||||
return true;
|
||||
houses += 4; //This adds 4 houses to the board as the player only has a hotel now.
|
||||
hotels--; //This removes a hotel from the board.
|
||||
return true; //This says that the hotel can be bought.
|
||||
}
|
||||
|
||||
return false;
|
||||
return false; //This says that the hotel cannot be bought.
|
||||
}
|
||||
|
||||
private bool SellHotel()
|
||||
private bool SellHotel() //This function is used to sell a hotel locally.
|
||||
{
|
||||
if (houses >= 4)
|
||||
if (houses >= 4) //This first checks if there are enough houses to sell the hotel.
|
||||
{
|
||||
houses -= 4;
|
||||
hotels++;
|
||||
return true;
|
||||
houses -= 4; //This removes 4 houses from the board and gives it to the property.
|
||||
hotels++; //This then adds a hotel to the board.
|
||||
return true; //This returns true to say that the hotel can be sold.
|
||||
}
|
||||
|
||||
return false;
|
||||
return false; //This returns false to say that the hotel cannot be sold.
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,6 +1,4 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class RollDice : MonoBehaviour
|
||||
|
Loading…
x
Reference in New Issue
Block a user