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https://github.com/smyalygames/monopoly.git
synced 2025-05-18 06:14:10 +02:00
Started the auction code
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205
Assets/Scripts/monopoly/Auction.cs
Normal file
205
Assets/Scripts/monopoly/Auction.cs
Normal file
@ -0,0 +1,205 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class Auction : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
//Essentials
|
||||||
|
private Main main; //This is the main class in the game.
|
||||||
|
|
||||||
|
//Screens
|
||||||
|
public GameObject AuctionScreen; //This is the main auction screen.
|
||||||
|
public GameObject AuctionWon; //This displays what player won the auction.
|
||||||
|
|
||||||
|
//Text Displays
|
||||||
|
public TMP_Text propertyDetails; //This is meant to give the name and value of the property.
|
||||||
|
public TMP_Text biddingInfo; //This is meant to show who has the highest bid and what that highest bid is.
|
||||||
|
public TMP_Text currentBidders; //This is meant to show who is meant to go next and how many are left.
|
||||||
|
|
||||||
|
//Buttons
|
||||||
|
//Preset amounts
|
||||||
|
public Button bid1; //This is the button to bid 1.
|
||||||
|
public Button bid10; //This is the button to bid 10.
|
||||||
|
public Button bid100; //This is the button to bid 100.
|
||||||
|
//Custom amounts
|
||||||
|
public TMP_InputField customBidInput; //This is where the user can input however much they want.
|
||||||
|
public Button customBidButton; //This is where the user can confirm how much they want to bid.
|
||||||
|
//Quit auction
|
||||||
|
public Button quitAuction; //This is where the user stops bidding and removes themselves from the auction.
|
||||||
|
|
||||||
|
//Information
|
||||||
|
private int highestBidValue; //This is the highest value for the property in the bid.
|
||||||
|
private int highestBidPlayer; //This is the player with the highest bid.
|
||||||
|
private List<Player> auctionPlayerQueue; //This will be the queue for the players that are bidding.
|
||||||
|
private int currentAuctionPlayer; //This is the current player in the queue for the auction.
|
||||||
|
private Property property; //This is the property that will be auctioned
|
||||||
|
|
||||||
|
//Starting function for the auction
|
||||||
|
public void OpenTrade()
|
||||||
|
{
|
||||||
|
AuctionWon.SetActive(false); //This turns off the auction won screen from before.
|
||||||
|
|
||||||
|
highestBidValue = 0; //This is the starting value for the highest bid.
|
||||||
|
|
||||||
|
//Assigning players to the queue
|
||||||
|
List<Player> auctionPlayerQueue = main.board.players; //This gets a temporary list of all of the players in the game.
|
||||||
|
currentAuctionPlayer = 0; //This sets the auction queue to 0.
|
||||||
|
int currentPlayer = main.board.currentPlayer - 1; //This gets the current player from the board.
|
||||||
|
|
||||||
|
int playerPosition = main.board.players[currentPlayer].position; //This gets the position of the player that started the auction.
|
||||||
|
|
||||||
|
property = main.board.existingProperties[playerPosition]; //This gets the property that is being auctioned.
|
||||||
|
|
||||||
|
UpdatePropertyDetails(); //This shows the details of the property on the screen.
|
||||||
|
UpdateBiddingInfo(true); //This updates the highest bidder information.
|
||||||
|
NextPlayer(); //This increments the player.
|
||||||
|
AuctionScreen.SetActive(true); //This shows the auction screen.
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdatePropertyDetails()
|
||||||
|
{
|
||||||
|
propertyDetails.text = $"Property Name: {property.property_name}\n" +
|
||||||
|
$"Property Value: {property.property_value}";
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateBiddingInfo(bool start)
|
||||||
|
{
|
||||||
|
//This checks if it wants to show the information if its the start of the auction.
|
||||||
|
if (start)
|
||||||
|
{
|
||||||
|
biddingInfo.text = $"Highest Bidder: -\n" +
|
||||||
|
$"Highest Bid: {highestBidValue}";
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
biddingInfo.text = $"Highest Bidder: {auctionPlayerQueue[highestBidPlayer].name}\n" +
|
||||||
|
$"Highest Bid: {highestBidValue}";
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateCurrentBidders()
|
||||||
|
{
|
||||||
|
currentBidders.text = $"Current Bidder: {auctionPlayerQueue[currentAuctionPlayer]}\n" +
|
||||||
|
$"Bidders Left: {auctionPlayerQueue.Count}";
|
||||||
|
}
|
||||||
|
|
||||||
|
//This moves on to the next player in the auction queue.
|
||||||
|
private void NextPlayer()
|
||||||
|
{
|
||||||
|
|
||||||
|
//Incrementing to the next player
|
||||||
|
if (currentAuctionPlayer >= auctionPlayerQueue.Count)
|
||||||
|
{
|
||||||
|
currentAuctionPlayer = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
currentAuctionPlayer++;
|
||||||
|
}
|
||||||
|
|
||||||
|
int money = auctionPlayerQueue[currentAuctionPlayer].money; //Gets the money of the current player in the queue
|
||||||
|
int biddableMoney = money - highestBidValue;
|
||||||
|
|
||||||
|
//Adds a maximum value to the custom bid.
|
||||||
|
customBidInput.text = "";
|
||||||
|
customBidInput.characterLimit = money.ToString().Length;
|
||||||
|
|
||||||
|
//This disables each amounts of money if the player cannot afford to bid that amount.
|
||||||
|
if (biddableMoney >= 100)
|
||||||
|
{
|
||||||
|
bid1.interactable = true;
|
||||||
|
bid10.interactable = true;
|
||||||
|
bid100.interactable = true;
|
||||||
|
}
|
||||||
|
else if (biddableMoney < 1)
|
||||||
|
{
|
||||||
|
bid1.interactable = false;
|
||||||
|
bid10.interactable = false;
|
||||||
|
bid100.interactable = false;
|
||||||
|
}
|
||||||
|
else if (biddableMoney < 10)
|
||||||
|
{
|
||||||
|
bid1.interactable = true;
|
||||||
|
bid10.interactable = false;
|
||||||
|
bid100.interactable = false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
bid1.interactable = true;
|
||||||
|
bid10.interactable = true;
|
||||||
|
bid100.interactable = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateCurrentBidders(); //Updates the displayed text.
|
||||||
|
}
|
||||||
|
|
||||||
|
//This increases the bid by 1.
|
||||||
|
private void Bid1()
|
||||||
|
{
|
||||||
|
highestBidValue += 1; //Increase the highest bid by 1.
|
||||||
|
highestBidPlayer = currentAuctionPlayer; //Sets the highest bidding player to the current person who auctioned.
|
||||||
|
UpdateBiddingInfo(false); //Updates the highest bidding information.
|
||||||
|
|
||||||
|
//Moves on to the next player
|
||||||
|
NextPlayer();
|
||||||
|
}
|
||||||
|
|
||||||
|
//This increases the bid by 10.
|
||||||
|
private void Bid10()
|
||||||
|
{
|
||||||
|
highestBidValue += 10; //Increase the highest bid by 10.
|
||||||
|
highestBidPlayer = currentAuctionPlayer; //Sets the highest bidding player to the current person who auctioned.
|
||||||
|
UpdateBiddingInfo(false); //Updates the highest bidding information.
|
||||||
|
|
||||||
|
//Moves on to the next player
|
||||||
|
NextPlayer();
|
||||||
|
}
|
||||||
|
|
||||||
|
//This increases the bid by 100.
|
||||||
|
private void Bid100()
|
||||||
|
{
|
||||||
|
highestBidValue += 100; //Increase the highest bid by 100.
|
||||||
|
highestBidPlayer = currentAuctionPlayer; //Sets the highest bidding player to the current person who auctioned.
|
||||||
|
UpdateBiddingInfo(false); //Updates the highest bidding information.
|
||||||
|
|
||||||
|
//Moves on to the next player
|
||||||
|
NextPlayer();
|
||||||
|
}
|
||||||
|
|
||||||
|
//This is for custom bids.
|
||||||
|
private void BidCustom()
|
||||||
|
{
|
||||||
|
int money = Convert.ToInt32(customBidInput.text); //This sets the custom input value into a temporary variable, money converted to an integer.
|
||||||
|
|
||||||
|
if (money == 0 || money + highestBidValue > auctionPlayerQueue[currentAuctionPlayer].money) //This checks if the player hasn't bid 0 or more than how much they own
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
highestBidValue += money; //This increases the highest bid value by the custom amount.
|
||||||
|
highestBidPlayer = currentAuctionPlayer; //Sets the highest bidding player to the current person who auctioned.
|
||||||
|
UpdateBiddingInfo(false); //Updates the highest bidding information.
|
||||||
|
|
||||||
|
//Moves on to the next player
|
||||||
|
NextPlayer();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
main = FindObjectOfType<Main>(); //This gets the data from the main file.
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
//Add predefined bid buttons with its own function
|
||||||
|
bid1.onClick.AddListener(Bid1); //For bids of 1.
|
||||||
|
bid10.onClick.AddListener(Bid10); //For bids of 10.
|
||||||
|
bid100.onClick.AddListener(Bid100); //For bids of 10.
|
||||||
|
|
||||||
|
//Custom bid
|
||||||
|
customBidButton.onClick.AddListener(BidCustom); //This allows the player to bid a custom amount.
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/monopoly/Auction.cs.meta
Normal file
11
Assets/Scripts/monopoly/Auction.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e97b3592055162a41b2733dba0478243
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -29,6 +29,12 @@ public class ButtonHandler : MonoBehaviour
|
|||||||
private bool tradeOpen = false;
|
private bool tradeOpen = false;
|
||||||
private Trade trade;
|
private Trade trade;
|
||||||
|
|
||||||
|
//Auction
|
||||||
|
public GameObject AuctionUI;
|
||||||
|
public Button auctionButton;
|
||||||
|
public Button auctionCompleteButton;
|
||||||
|
private Auction auction;
|
||||||
|
|
||||||
public void DisableRollDice()
|
public void DisableRollDice()
|
||||||
{
|
{
|
||||||
rollDice.interactable = false;
|
rollDice.interactable = false;
|
||||||
@ -122,6 +128,18 @@ public class ButtonHandler : MonoBehaviour
|
|||||||
tradeOpen = false;
|
tradeOpen = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
void OpenAuction()
|
||||||
|
{
|
||||||
|
auction.OpenTrade();
|
||||||
|
GameUI.SetActive(false);
|
||||||
|
AuctionUI.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
void CloseAuction()
|
||||||
|
{
|
||||||
|
AuctionUI.SetActive(false);
|
||||||
|
GameUI.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
private Main main;
|
private Main main;
|
||||||
|
|
||||||
@ -130,16 +148,25 @@ public class ButtonHandler : MonoBehaviour
|
|||||||
main = FindObjectOfType<Main>();
|
main = FindObjectOfType<Main>();
|
||||||
inventoryClass = FindObjectOfType<Inventory>();
|
inventoryClass = FindObjectOfType<Inventory>();
|
||||||
trade = FindObjectOfType<Trade>();
|
trade = FindObjectOfType<Trade>();
|
||||||
|
auction = FindObjectOfType<Auction>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
//Core game button function assignment
|
||||||
buyButtonButton.onClick.AddListener(BuyPropertyClick);
|
buyButtonButton.onClick.AddListener(BuyPropertyClick);
|
||||||
nextTurn.onClick.AddListener(NextTurn);
|
nextTurn.onClick.AddListener(NextTurn);
|
||||||
|
|
||||||
|
//Inventory button function assignment
|
||||||
inventory.onClick.AddListener(ToggleInventory);
|
inventory.onClick.AddListener(ToggleInventory);
|
||||||
cardButton.onClick.AddListener(CloseCard);
|
cardButton.onClick.AddListener(CloseCard);
|
||||||
|
|
||||||
|
//Trade button function assignment
|
||||||
tradeButton.onClick.AddListener(ToggleTrade);
|
tradeButton.onClick.AddListener(ToggleTrade);
|
||||||
tradeCompletedButton.onClick.AddListener(ToggleTrade);
|
tradeCompletedButton.onClick.AddListener(ToggleTrade);
|
||||||
|
|
||||||
|
//Auction button function assignment
|
||||||
|
auctionButton.onClick.AddListener(OpenAuction);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BuyPropertyClick() {
|
void BuyPropertyClick() {
|
||||||
|
@ -1,5 +1,4 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user