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	Added the ability to add multiple players
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							| @ -3,7 +3,6 @@ | |||||||
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|     <attachedFolders /> |     <attachedFolders /> | ||||||
|     <explicitIncludes> |     <explicitIncludes> | ||||||
|       <Path>Assets</Path> |  | ||||||
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| @ -3915,21 +3915,6 @@ CanvasRenderer: | |||||||
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| @ -358,11 +358,9 @@ Transform: | |||||||
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| GameObject: | GameObject: | ||||||
|  | |||||||
| @ -1,7 +1,4 @@ | |||||||
| using System.Collections; | public static class GameSettings | ||||||
| using System.Collections.Generic; |  | ||||||
| 
 |  | ||||||
| public static class GameSettings |  | ||||||
| { | { | ||||||
|     public static int players; |     public static int players = 2; | ||||||
| } | } | ||||||
|  | |||||||
| @ -1,4 +1,5 @@ | |||||||
| using System.Collections; | using System; | ||||||
|  | using System.Collections; | ||||||
| using System.Collections.Generic; | using System.Collections.Generic; | ||||||
| using UnityEngine; | using UnityEngine; | ||||||
| using UnityEngine.SceneManagement; | using UnityEngine.SceneManagement; | ||||||
| @ -10,13 +11,21 @@ public class LevelLoader : MonoBehaviour | |||||||
| { | { | ||||||
| 	 | 	 | ||||||
| 	public TMP_InputField playersInput; //This is for how many players the user has selected. | 	public TMP_InputField playersInput; //This is for how many players the user has selected. | ||||||
|  | 	public Button play; //This is for the play button. | ||||||
|     public GameObject loadingScreen; //Gets the loading screen |     public GameObject loadingScreen; //Gets the loading screen | ||||||
|     public Slider slider; //Gets the slider |     public Slider slider; //Gets the slider | ||||||
|      | 
 | ||||||
|     public void LoadLevel (string sceneName) |     void Start() | ||||||
|  |     { | ||||||
|  | 	    play.onClick.AddListener(LoadLevel); | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     public void LoadLevel() | ||||||
| 	{ | 	{ | ||||||
| 		StartCoroutine(UpdateTable()); //Starts the LoadAsynchronously function | 		StartCoroutine(UpdateTable()); //Starts the LoadAsynchronously function | ||||||
| 		StartCoroutine(LoadAsynchronously(sceneName)); //Starts the LoadAsynchronously function | 		GameSettings.players = Convert.ToInt32(playersInput.text); //This sets the amount of players that has been set to play in the game. | ||||||
|  | 		Debug.Log(GameSettings.players); | ||||||
|  | 		StartCoroutine(LoadAsynchronously("monopoly")); //Starts the LoadAsynchronously function | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
|     IEnumerator UpdateTable() |     IEnumerator UpdateTable() | ||||||
|  | |||||||
| @ -427,6 +427,7 @@ public class Board //Creating the class for the board mechanics. | |||||||
| 		} | 		} | ||||||
| 		 | 		 | ||||||
| 		players[location.Item1].Pay(Convert.ToInt32(property.property_cost)); //This then makes the player pay for the house that they bought. | 		players[location.Item1].Pay(Convert.ToInt32(property.property_cost)); //This then makes the player pay for the house that they bought. | ||||||
|  | 		textHandler.UpdateMoney(players[location.Item1].money); //Updates the money on the UI. | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
| 	public void SellHouseOnProperty(string propertyName) //This function links the UI button and this class to sell properties. | 	public void SellHouseOnProperty(string propertyName) //This function links the UI button and this class to sell properties. | ||||||
| @ -449,6 +450,7 @@ public class Board //Creating the class for the board mechanics. | |||||||
| 		} | 		} | ||||||
| 		 | 		 | ||||||
| 		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. | 		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. | ||||||
|  | 		textHandler.UpdateMoney(players[location.Item1].money); //Updates the money on the UI. | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
| 	private bool BuyHouse() //This function is used to buy houses locally. | 	private bool BuyHouse() //This function is used to buy houses locally. | ||||||
| @ -789,6 +791,7 @@ public class Player | |||||||
| 		if (ownedProperties[currentProperty].mortgageProperty()) //Mortgages the property and if done successfully.. | 		if (ownedProperties[currentProperty].mortgageProperty()) //Mortgages the property and if done successfully.. | ||||||
| 		{ | 		{ | ||||||
| 			Pay(ownedProperties[currentProperty].property_value / -2); //Gives the user 50% of what the property is worth. (/-2 makes it positive in the Pay function) | 			Pay(ownedProperties[currentProperty].property_value / -2); //Gives the user 50% of what the property is worth. (/-2 makes it positive in the Pay function) | ||||||
|  | 			textHandler.UpdateMoney(money); //Updates the money on the UI. | ||||||
| 			return true; //Says that mortgaging has been done successfully. | 			return true; //Says that mortgaging has been done successfully. | ||||||
| 		} | 		} | ||||||
| 
 | 
 | ||||||
| @ -805,6 +808,7 @@ public class Player | |||||||
| 		if (ownedProperties[currentProperty].unmortgageProperty()) //Unmortgages the property and if done successfully.. | 		if (ownedProperties[currentProperty].unmortgageProperty()) //Unmortgages the property and if done successfully.. | ||||||
| 		{ | 		{ | ||||||
| 			Pay((ownedProperties[currentProperty].property_value / 2) * 1.1f); //Makes the user pay what they got in mortgage plus a 10% interest | 			Pay((ownedProperties[currentProperty].property_value / 2) * 1.1f); //Makes the user pay what they got in mortgage plus a 10% interest | ||||||
|  | 			textHandler.UpdateMoney(money); //Updates the money on the UI. | ||||||
| 			return true; //Says that mortgaging has been done successfully. | 			return true; //Says that mortgaging has been done successfully. | ||||||
| 		} | 		} | ||||||
| 
 | 
 | ||||||
| @ -856,12 +860,27 @@ public class Main : MonoBehaviour | |||||||
| 	//Player variables | 	//Player variables | ||||||
| 	public List<Player> players = new List<Player>(); //Creates a list for all the players playing in the game. | 	public List<Player> players = new List<Player>(); //Creates a list for all the players playing in the game. | ||||||
| 
 | 
 | ||||||
|  | 	public GameObject playerParentGameObject; //This is where the parent for the player GameObjects goes. | ||||||
|  | 	public List<GameObject> playersGameObjects; //This is the list of player GameObjects | ||||||
|  | 	public GameObject playerTemplate; //This is the template for each new player created. | ||||||
|  | 
 | ||||||
| 	private void Awake() | 	private void Awake() | ||||||
| 	{ | 	{ | ||||||
| 		//Adds the players to the game | 		//Adds the players to the game | ||||||
| 		players.Add(new Player("smyalygames", 0, GameObject.Find("/Players/Player1"))); | 
 | ||||||
| 		players.Add(new Player("coomer", 1, GameObject.Find("/Players/Player2"))); | 		for (int i = 0; i < GameSettings.players; i++) | ||||||
| 		Debug.Log(players[0].name); //This is just checking if the player has been assigned. | 		{ | ||||||
|  | 			//Duplicates the player template | ||||||
|  | 			//Moves the new player into a parent for players | ||||||
|  | 			//Names the game object player and a unique number | ||||||
|  | 			Instantiate(playerTemplate, playerTemplate.transform.position, Quaternion.identity, playerParentGameObject.transform).name = $"Player{i}"; | ||||||
|  | 			playersGameObjects.Add(GameObject.Find($"/Players/Player{i}")); //Adds to a list of GameObjects by searching for the GameObject. | ||||||
|  | 			players.Add(new Player($"Player {i}", i, playersGameObjects[i])); //Creates a unique player class for that specific GameObject | ||||||
|  | 		} | ||||||
|  | 		 | ||||||
|  | 		Destroy(playerTemplate); //Deletes the player template GameObject. | ||||||
|  | 
 | ||||||
|  | 		Debug.Log(players[1].name); //This is just checking if the player has been assigned. | ||||||
| 		existingProperties = JsonConvert.DeserializeObject<List<Property>>(FileHandler.LoadProperties()); //This loads via JSON all the properties from a file which was originally downloaded from a server. | 		existingProperties = JsonConvert.DeserializeObject<List<Property>>(FileHandler.LoadProperties()); //This loads via JSON all the properties from a file which was originally downloaded from a server. | ||||||
| 		existingCards = JsonConvert.DeserializeObject<List<Cards>>(FileHandler.LoadCards()); //This loads via JSON all the cards from a file which was originally downloaded from a server. | 		existingCards = JsonConvert.DeserializeObject<List<Cards>>(FileHandler.LoadCards()); //This loads via JSON all the cards from a file which was originally downloaded from a server. | ||||||
| 		board = new Board(players, existingProperties, existingCards); //Creates the board class. | 		board = new Board(players, existingProperties, existingCards); //Creates the board class. | ||||||
|  | |||||||
| @ -1,4 +1,5 @@ | |||||||
| using UnityEngine; | using System.Collections.Generic; | ||||||
|  | using UnityEngine; | ||||||
| 
 | 
 | ||||||
| public class Movement : MonoBehaviour | public class Movement : MonoBehaviour | ||||||
| { | { | ||||||
| @ -6,7 +7,7 @@ public class Movement : MonoBehaviour | |||||||
| 	public bool movement = false; | 	public bool movement = false; | ||||||
| 	private int position = 0; | 	private int position = 0; | ||||||
| 	public GameObject[] waypoints; | 	public GameObject[] waypoints; | ||||||
| 	public GameObject[] players; | 	public List<GameObject> players; | ||||||
| 	public int currentPlayer; | 	public int currentPlayer; | ||||||
| 	float rotSpeed; | 	float rotSpeed; | ||||||
| 	public float speed; | 	public float speed; | ||||||
| @ -36,6 +37,7 @@ public class Movement : MonoBehaviour | |||||||
| 	void Awake() | 	void Awake() | ||||||
| 	{ | 	{ | ||||||
| 		main = FindObjectOfType<Main>(); | 		main = FindObjectOfType<Main>(); | ||||||
|  | 		players = main.playersGameObjects; | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
| 	void Update() | 	void Update() | ||||||
|  | |||||||
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	 Anthony Berg
						Anthony Berg