Started the auction code

This commit is contained in:
Anthony 2020-12-14 10:42:00 +00:00
parent dd2b94cb17
commit b3d01f4c08
5 changed files with 532 additions and 90 deletions

View File

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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.
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e97b3592055162a41b2733dba0478243
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -28,6 +28,12 @@ public class ButtonHandler : MonoBehaviour
public Button tradeCompletedButton;
private bool tradeOpen = false;
private Trade trade;
//Auction
public GameObject AuctionUI;
public Button auctionButton;
public Button auctionCompleteButton;
private Auction auction;
public void DisableRollDice()
{
@ -122,6 +128,18 @@ public class ButtonHandler : MonoBehaviour
tradeOpen = false;
}
}
void OpenAuction()
{
auction.OpenTrade();
GameUI.SetActive(false);
AuctionUI.SetActive(true);
}
void CloseAuction()
{
AuctionUI.SetActive(false);
GameUI.SetActive(true);
}
private Main main;
@ -130,16 +148,25 @@ public class ButtonHandler : MonoBehaviour
main = FindObjectOfType<Main>();
inventoryClass = FindObjectOfType<Inventory>();
trade = FindObjectOfType<Trade>();
auction = FindObjectOfType<Auction>();
}
void Start()
{
//Core game button function assignment
buyButtonButton.onClick.AddListener(BuyPropertyClick);
nextTurn.onClick.AddListener(NextTurn);
//Inventory button function assignment
inventory.onClick.AddListener(ToggleInventory);
cardButton.onClick.AddListener(CloseCard);
//Trade button function assignment
tradeButton.onClick.AddListener(ToggleTrade);
tradeCompletedButton.onClick.AddListener(ToggleTrade);
//Auction button function assignment
auctionButton.onClick.AddListener(OpenAuction);
}
void BuyPropertyClick() {

View File

@ -1,5 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;