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Have started the chance and community chest cards.
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--- !u!114 &2007862500
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--- !u!1 &2040913807
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--- !u!1 &2040913807
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|
@ -11,12 +11,17 @@ public class MainMenu : MonoBehaviour
|
|||||||
|
|
||||||
public Button PlayButton; //Imports the play button
|
public Button PlayButton; //Imports the play button
|
||||||
private string existingProperties; //The variable for the properties
|
private string existingProperties; //The variable for the properties
|
||||||
|
private string existingCards;
|
||||||
|
|
||||||
void Start() {
|
void Start() {
|
||||||
if (!PropertiesHandler.checkExists()) //Checks if the properties file doesn't exist.
|
if (!PropertiesHandler.CheckPropertyExists()) //Checks if the properties file doesn't exist.
|
||||||
{
|
{
|
||||||
StartCoroutine(GetProperties()); //Downloads the properties json.
|
StartCoroutine(GetProperties()); //Downloads the properties json.
|
||||||
}
|
}
|
||||||
|
else if (!PropertiesHandler.CheckCardExists())
|
||||||
|
{
|
||||||
|
StartCoroutine(GetCards()); //Downloads the cards json.
|
||||||
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
enabled = false; //Stops the update function.
|
enabled = false; //Stops the update function.
|
||||||
@ -29,6 +34,14 @@ public class MainMenu : MonoBehaviour
|
|||||||
if (existingProperties != null) //Checks if the data has been downloaded
|
if (existingProperties != null) //Checks if the data has been downloaded
|
||||||
{
|
{
|
||||||
PropertiesHandler.SaveProperties(existingProperties); //Saves the downloaded data
|
PropertiesHandler.SaveProperties(existingProperties); //Saves the downloaded data
|
||||||
|
}
|
||||||
|
if (existingCards != null)
|
||||||
|
{
|
||||||
|
PropertiesHandler.SaveCards(existingCards); //Saves the downloaded data
|
||||||
|
}
|
||||||
|
|
||||||
|
if (PropertiesHandler.CheckPropertyExists() && PropertiesHandler.CheckCardExists())
|
||||||
|
{
|
||||||
PlayButton.interactable = true; //Enables the play button
|
PlayButton.interactable = true; //Enables the play button
|
||||||
enabled = false; //Stops the update loop
|
enabled = false; //Stops the update loop
|
||||||
}
|
}
|
||||||
@ -58,4 +71,22 @@ public class MainMenu : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
IEnumerator GetCards()
|
||||||
|
{
|
||||||
|
UnityWebRequest www = UnityWebRequest.Get(Domain.subDomain("includes/get-cards.php"));
|
||||||
|
yield return www.SendWebRequest();
|
||||||
|
|
||||||
|
if (www.isNetworkError || www.isHttpError)
|
||||||
|
{
|
||||||
|
Debug.Log(www.error);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Show results as text
|
||||||
|
string json = www.downloadHandler.text;
|
||||||
|
existingCards = json;
|
||||||
|
//existingProperties = JsonConvert.DeserializeObject<List<Property>>(json);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -17,6 +17,16 @@ public static class PropertiesHandler
|
|||||||
stream.Close();
|
stream.Close();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static void SaveCards(string data)
|
||||||
|
{
|
||||||
|
BinaryFormatter formatter = new BinaryFormatter();
|
||||||
|
string path = Application.persistentDataPath + "/cards.smyal";
|
||||||
|
FileStream stream = new FileStream(path, FileMode.Create);
|
||||||
|
|
||||||
|
formatter.Serialize(stream, data);
|
||||||
|
stream.Close();
|
||||||
|
}
|
||||||
|
|
||||||
public static string LoadProperties()
|
public static string LoadProperties()
|
||||||
{
|
{
|
||||||
string path = Application.persistentDataPath + "/properties.smyal";
|
string path = Application.persistentDataPath + "/properties.smyal";
|
||||||
@ -37,10 +47,36 @@ public static class PropertiesHandler
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public static bool checkExists()
|
public static string LoadCards()
|
||||||
|
{
|
||||||
|
string path = Application.persistentDataPath + "/cards.smyal";
|
||||||
|
if (File.Exists(path))
|
||||||
|
{
|
||||||
|
BinaryFormatter formatter = new BinaryFormatter();
|
||||||
|
FileStream stream = new FileStream(path, FileMode.Open);
|
||||||
|
|
||||||
|
string data = formatter.Deserialize(stream) as string;
|
||||||
|
stream.Close();
|
||||||
|
|
||||||
|
return data;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("Save file not found in " + path);
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static bool CheckPropertyExists()
|
||||||
{
|
{
|
||||||
string path = Application.persistentDataPath + "/properties.smyal";
|
string path = Application.persistentDataPath + "/properties.smyal";
|
||||||
return File.Exists(path);
|
return File.Exists(path);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static bool CheckCardExists()
|
||||||
|
{
|
||||||
|
string path = Application.persistentDataPath + "/cards.smyal";
|
||||||
|
return File.Exists(path);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -19,6 +19,9 @@ public class ButtonHandler : MonoBehaviour
|
|||||||
private bool inventoryOpen = false;
|
private bool inventoryOpen = false;
|
||||||
private Inventory inventoryClass;
|
private Inventory inventoryClass;
|
||||||
|
|
||||||
|
public GameObject card;
|
||||||
|
public Button cardButton;
|
||||||
|
|
||||||
public void DisableRollDice()
|
public void DisableRollDice()
|
||||||
{
|
{
|
||||||
rollDice.interactable = false;
|
rollDice.interactable = false;
|
||||||
@ -79,6 +82,11 @@ public class ButtonHandler : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CloseCard()
|
||||||
|
{
|
||||||
|
card.SetActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
private Main main;
|
private Main main;
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
@ -92,6 +100,7 @@ public class ButtonHandler : MonoBehaviour
|
|||||||
buyButtonButton.onClick.AddListener(BuyPropertyClick);
|
buyButtonButton.onClick.AddListener(BuyPropertyClick);
|
||||||
nextTurn.onClick.AddListener(NextTurn);
|
nextTurn.onClick.AddListener(NextTurn);
|
||||||
inventory.onClick.AddListener(ToggleInventory);
|
inventory.onClick.AddListener(ToggleInventory);
|
||||||
|
cardButton.onClick.AddListener(CloseCard);
|
||||||
}
|
}
|
||||||
|
|
||||||
void BuyPropertyClick() {
|
void BuyPropertyClick() {
|
||||||
|
13
Assets/Scripts/monopoly/Cards.cs
Normal file
13
Assets/Scripts/monopoly/Cards.cs
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Cards
|
||||||
|
{
|
||||||
|
|
||||||
|
public int card_id;
|
||||||
|
public int card_group;
|
||||||
|
public string card_text;
|
||||||
|
public int card_function;
|
||||||
|
public int? extra;
|
||||||
|
}
|
11
Assets/Scripts/monopoly/Cards.cs.meta
Normal file
11
Assets/Scripts/monopoly/Cards.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e2454549cc26e6f48aa34d62f3cff26a
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -23,4 +23,25 @@ public static class FileHandler
|
|||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static string LoadCards()
|
||||||
|
{
|
||||||
|
string path = Application.persistentDataPath + "/cards.smyal"; //This finds the predefined path in LocalLow and tries to find the JSON file in binary.
|
||||||
|
if (File.Exists(path)) //If the file exists...
|
||||||
|
{
|
||||||
|
BinaryFormatter formatter = new BinaryFormatter(); //Gets the binary formatter to convert it into plain text
|
||||||
|
FileStream stream = new FileStream(path, FileMode.Open); //Opens the cards.smyal file
|
||||||
|
|
||||||
|
string data = formatter.Deserialize(stream) as string; //It decodes the binary to a string
|
||||||
|
stream.Close(); //The file is now closed.
|
||||||
|
|
||||||
|
return data; //The data is returned.
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("Save file not found in " + path); //Sends an error message to the console.
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -148,9 +148,10 @@ public class Board //Creating the class for the board mechanics.
|
|||||||
public int currentPlayer = 0;
|
public int currentPlayer = 0;
|
||||||
public List<Property> existingProperties;
|
public List<Property> existingProperties;
|
||||||
public List<Property> avaliableProperties = new List<Property>(); //Has a list of all the available properties.
|
public List<Property> avaliableProperties = new List<Property>(); //Has a list of all the available properties.
|
||||||
|
public List<Cards> chance = new List<Cards>();
|
||||||
|
public List<Cards> communityChest = new List<Cards>();
|
||||||
|
|
||||||
|
public Board(List<Player> players, List<Property> properties, List<Cards> existingCards)
|
||||||
public Board(List<Player> players, List<Property> properties)
|
|
||||||
{
|
{
|
||||||
this.players = players; //Imports all of the players playing
|
this.players = players; //Imports all of the players playing
|
||||||
Debug.Log(this.players.Count); //Prints how many players are playing
|
Debug.Log(this.players.Count); //Prints how many players are playing
|
||||||
@ -169,16 +170,30 @@ public class Board //Creating the class for the board mechanics.
|
|||||||
avaliableProperties.Add(properties[i]);
|
avaliableProperties.Add(properties[i]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//This appends all the cards into their own respective pile.
|
||||||
|
foreach (Cards card in existingCards)
|
||||||
|
{
|
||||||
|
switch (card.card_group) //Checks what group the card is in.
|
||||||
|
{
|
||||||
|
case 0: //If it is a chance card.
|
||||||
|
chance.Add(card);
|
||||||
|
break;
|
||||||
|
case 1: //If it is a community chest card.
|
||||||
|
communityChest.Add(card);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MovePlayer(int roll) //This moves the player
|
public void MovePlayer(int roll) //This moves the player
|
||||||
{
|
{
|
||||||
players[currentPlayer].Move(roll); //This is telling the player to move in the local player class.
|
players[currentPlayer].Move(roll); //This is telling the player to move in the local player class.
|
||||||
textHandler.updateRoll(roll); //This is updating the text on the screen for the roll
|
textHandler.UpdateRoll(roll); //This is updating the text on the screen for the roll
|
||||||
|
|
||||||
//Money UI
|
//Money UI
|
||||||
int money = players[currentPlayer].money; //Gets the money the player has
|
int money = players[currentPlayer].money; //Gets the money the player has
|
||||||
textHandler.updateMoney(money); //Updates the money on the UI
|
textHandler.UpdateMoney(money); //Updates the money on the UI
|
||||||
|
|
||||||
//Property UI
|
//Property UI
|
||||||
string propertyName = existingProperties[players[currentPlayer].position].property_name; //Gets the property name from where the player is at
|
string propertyName = existingProperties[players[currentPlayer].position].property_name; //Gets the property name from where the player is at
|
||||||
@ -186,11 +201,11 @@ public class Board //Creating the class for the board mechanics.
|
|||||||
|
|
||||||
if (propertyValue != 0) //This is for if the property can be bought
|
if (propertyValue != 0) //This is for if the property can be bought
|
||||||
{
|
{
|
||||||
textHandler.updateProperty(propertyName, propertyValue); //Updates the UI text for the property info
|
textHandler.UpdateProperty(propertyName, propertyValue); //Updates the UI text for the property info
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
textHandler.updateTile(propertyName); //Updates the UI text for the property info without the value of the property
|
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
|
||||||
@ -205,7 +220,7 @@ public class Board //Creating the class for the board mechanics.
|
|||||||
if (currentProperty.property_rent >= 100) //Only tax tiles have a rent value of 100 or 200
|
if (currentProperty.property_rent >= 100) //Only tax tiles have a rent value of 100 or 200
|
||||||
{
|
{
|
||||||
players[currentPlayer].Pay(Convert.ToInt32(currentProperty.property_rent)); //Makes the player pay the tax and converts int? to int
|
players[currentPlayer].Pay(Convert.ToInt32(currentProperty.property_rent)); //Makes the player pay the tax and converts int? to int
|
||||||
textHandler.updateMoney(players[currentPlayer].money); //Updates the UI for the current amount of money the player has.
|
textHandler.UpdateMoney(players[currentPlayer].money); //Updates the UI for the current amount of money the player has.
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -284,7 +299,7 @@ public class Board //Creating the class for the board mechanics.
|
|||||||
players[findProperty.Item1].Pay(-payment); //This gives the property owner the money.
|
players[findProperty.Item1].Pay(-payment); //This gives the property owner the money.
|
||||||
}
|
}
|
||||||
|
|
||||||
textHandler.updateMoney(players[currentPlayer].money); //Updates the UI for the current amount of money the player has.
|
textHandler.UpdateMoney(players[currentPlayer].money); //Updates the UI for the current amount of money the player has.
|
||||||
}
|
}
|
||||||
|
|
||||||
public void NextPlayer() //This moves the queue to the next player. TODO
|
public void NextPlayer() //This moves the queue to the next player. TODO
|
||||||
@ -298,15 +313,27 @@ public class Board //Creating the class for the board mechanics.
|
|||||||
{
|
{
|
||||||
currentPlayer++; //Increments the queue to the next player
|
currentPlayer++; //Increments the queue to the next player
|
||||||
}
|
}
|
||||||
textHandler.updateMoney(players[currentPlayer].money); //Changes the amount of money the new player has.
|
textHandler.UpdateMoney(players[currentPlayer].money); //Changes the amount of money the new player has.
|
||||||
buttonHandler.EnableRollDice(); //Re-enables the user to roll the dice.
|
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.
|
public bool CheckProperty(int position) //This checks if the property can be bought by the user.
|
||||||
{
|
{
|
||||||
|
|
||||||
Property property = existingProperties[position]; //Gets the property the player is currently at.
|
Property property = existingProperties[position]; //Gets the property the player is currently at.
|
||||||
|
|
||||||
|
if (property.property_group == "chance")
|
||||||
|
{
|
||||||
|
UseCard(0);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (property.property_group == "chest")
|
||||||
|
{
|
||||||
|
UseCard(1);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; i < avaliableProperties.Count; i++) //Checks through all of the properties that are buyable using a linear search
|
for (int i = 0; i < avaliableProperties.Count; i++) //Checks through all of the properties that are buyable using a linear search
|
||||||
{
|
{
|
||||||
if (property.property_name == avaliableProperties[i].property_name) //Checks if the name exists in the available properties that can be purchased.
|
if (property.property_name == avaliableProperties[i].property_name) //Checks if the name exists in the available properties that can be purchased.
|
||||||
@ -316,7 +343,7 @@ public class Board //Creating the class for the board mechanics.
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
buttonHandler.DisableBuying(); //If the name is not found, the property has not been found.
|
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.EnableNextTurn(); //Allows the user to roll the dice if the property cannot be bought
|
||||||
return false; //Returns false if the property is not buybale.
|
return false; //Returns false if the property is not buybale.
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -356,7 +383,7 @@ public class Board //Creating the class for the board mechanics.
|
|||||||
{
|
{
|
||||||
avaliableProperties.RemoveAt(i); //Removes the property from the list.
|
avaliableProperties.RemoveAt(i); //Removes the property from the list.
|
||||||
players[currentPlayer].BuyProperty(property); //This buys the property in the player class
|
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.
|
textHandler.UpdateMoney(players[currentPlayer].money); //This updates the amount of money the player has.
|
||||||
buttonHandler.DisableBuying(); //Removes the buy button.
|
buttonHandler.DisableBuying(); //Removes the buy button.
|
||||||
buttonHandler.EnableNextTurn();
|
buttonHandler.EnableNextTurn();
|
||||||
return; //Stops the function
|
return; //Stops the function
|
||||||
@ -457,6 +484,20 @@ public class Board //Creating the class for the board mechanics.
|
|||||||
|
|
||||||
return false; //This returns false to say that the hotel cannot be sold.
|
return false; //This returns false to say that the hotel cannot be sold.
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void UseCard(int group) //TODO
|
||||||
|
{
|
||||||
|
switch (group)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
textHandler.ShowCard(group, chance[0].card_text);
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
textHandler.ShowCard(group, communityChest[0].card_text);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
buttonHandler.EnableNextTurn();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public class Player
|
public class Player
|
||||||
@ -624,6 +665,7 @@ public class Player
|
|||||||
public class Main : MonoBehaviour
|
public class Main : MonoBehaviour
|
||||||
{
|
{
|
||||||
private List<Property> existingProperties;
|
private List<Property> existingProperties;
|
||||||
|
private List<Cards> existingCards;
|
||||||
public Board board;
|
public Board board;
|
||||||
|
|
||||||
//Player variables
|
//Player variables
|
||||||
@ -636,7 +678,8 @@ public class Main : MonoBehaviour
|
|||||||
players.Add(new Player("coomer", 1, GameObject.Find("/Players/Player2")));
|
players.Add(new Player("coomer", 1, GameObject.Find("/Players/Player2")));
|
||||||
Debug.Log(players[0].name); //This is just checking if the player has been assigned.
|
Debug.Log(players[0].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.
|
||||||
board = new Board(players, existingProperties); //Creates the board class.
|
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.
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -53,10 +53,9 @@ public class Movement : MonoBehaviour
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!main.board.CheckBuyable(roll))
|
if (!main.board.CheckProperty(roll))
|
||||||
{
|
{
|
||||||
main.board.CheckFees();
|
main.board.CheckFees();
|
||||||
main.board.NextPlayer();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class TextHandler : MonoBehaviour
|
public class TextHandler : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -15,35 +16,53 @@ public class TextHandler : MonoBehaviour
|
|||||||
public TextMeshProUGUI Money;
|
public TextMeshProUGUI Money;
|
||||||
private string money;
|
private string money;
|
||||||
|
|
||||||
public void updateTile (string propertyName)
|
public GameObject card;
|
||||||
|
public TextMeshProUGUI cardGroup;
|
||||||
|
public TextMeshProUGUI cardText;
|
||||||
|
|
||||||
|
public void UpdateTile (string propertyName)
|
||||||
{
|
{
|
||||||
this.propertyName = propertyName;
|
this.propertyName = propertyName;
|
||||||
propertyInfo.text = $"Current tile: {this.propertyName}";
|
propertyInfo.text = $"Current tile: {this.propertyName}";
|
||||||
}
|
}
|
||||||
|
|
||||||
public void updateProperty (string propertyName, int? propertyValue)
|
public void UpdateProperty (string propertyName, int? propertyValue)
|
||||||
{
|
{
|
||||||
this.propertyName = propertyName;
|
this.propertyName = propertyName;
|
||||||
this.propertyValue = propertyValue.ToString();
|
this.propertyValue = propertyValue.ToString();
|
||||||
propertyInfo.text = $"Current property: {this.propertyName}\nValue: {this.propertyValue}";
|
propertyInfo.text = $"Current property: {this.propertyName}\nValue: {this.propertyValue}";
|
||||||
}
|
}
|
||||||
|
|
||||||
public void updateRoll(int roll)
|
public void UpdateRoll(int roll)
|
||||||
{
|
{
|
||||||
this.roll = roll.ToString();
|
this.roll = roll.ToString();
|
||||||
Roll.text = $"Rolled: {this.roll}";
|
Roll.text = $"Rolled: {this.roll}";
|
||||||
}
|
}
|
||||||
|
|
||||||
public void updateMoney(int money)
|
public void UpdateMoney(int money)
|
||||||
{
|
{
|
||||||
this.money = money.ToString();
|
this.money = money.ToString();
|
||||||
Money.text = $"Money: {this.money}";
|
Money.text = $"Money: {this.money}";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ShowCard(int group, string text)
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
|
||||||
{
|
{
|
||||||
|
switch (group)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
cardGroup.text = "Chance";
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
cardGroup.text = "Community Chest";
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
cardGroup.text = "";
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
cardText.text = text.Replace("\\n", "\n");; //Changes \n to machine readable new line
|
||||||
|
|
||||||
|
card.SetActive(true);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
33
Assets/cards.csv
Normal file
33
Assets/cards.csv
Normal file
@ -0,0 +1,33 @@
|
|||||||
|
card_id,card_group,card_text,card_function,extra
|
||||||
|
1,0,"TAKE A TRIP TO\nKINGS CROSS STATION.\nIF YOU PASS GO,\nCOLLECT 200.",1,5
|
||||||
|
2,0,BANK PAYS YOU\nDIVIDEND OF 50.,2,50
|
||||||
|
3,0,"MAKE GENERAL REPAIRS\nON ALL YOUR PROPERTY:\nFOR EACH HOUSE PAY 25,\nFOR EACH HOTEL PAY 100.",3,
|
||||||
|
4,0,"ADVANCE TO THE\nNEAREST STATION.\n\n If UNOWNED, you may\nbuy it from the Bank.\n\nIf OWNED, pay owner\ntwice the rental to which\nthey are otherwise entitled.",4,
|
||||||
|
5,0,ADVANCE TO\nMAYFAIR.,1,39
|
||||||
|
6,0,YOU HAVE BEEN ELECTED\nCHAIRMAN OF THE BOARD.\nPAY EACH PLAYER 50.,6,50
|
||||||
|
7,0,"ADVANCE TO\nTHE NEAREST UTILITY.\n\nIf UNOWNED, you may\nbuy it from the Bank.\n\nIf OWNED, throw dice\nand pay owner 10 times\nthe amount thrown.",5,
|
||||||
|
8,0,"ADVANCE TO THE\nNEAREST STATION.\n\n If UNOWNED, you may\nbuy it from the Bank.\n\nIf OWNED, pay owner\ntwice the rental to which\nthey are otherwise entitled.",4,
|
||||||
|
9,0,"ADVANCE TO\nPALL MALL.\nIF YOU PASS GO,\nCOLLECT 200.",1,11
|
||||||
|
10,0,SPEEDING FINE 15.,7,15
|
||||||
|
11,0,GO BACK\nTHREE SPACES.,8,
|
||||||
|
12,0,YOUR BUILDING\nLOAN MATURES.\nCOLLECT 150.,2,150
|
||||||
|
13,0,ADVANCE TO GO.\n(COLLECT 200),1,0
|
||||||
|
14,0,"GO TO JAIL. GO DIRECTLY TO JAIL,\nDO NOT PASS GO, DO NOT COLLECT 200.",1,40
|
||||||
|
15,0,"ADVANCE TO\nTRAFALGAR SQUARE.\nIF YOU PASS GO,\nCOLLECT 200.",1,24
|
||||||
|
16,0,*GET OUT OF JAIL FREE.*,9,
|
||||||
|
17,1,DOCTOR'S FEES.\nPAY 50.,7,50
|
||||||
|
18,1,SCHOOL FEES.\nPAY 50.,7,50
|
||||||
|
19,1,INCOME TAX REFUND.\nCOLLECT 20,2,20
|
||||||
|
20,1,"GO TO JAIL. GO DIRECTLY TO JAIL,\nDO NOT PASS GO, DO NOT COLLECT 200.",1,40
|
||||||
|
21,1,LIFE INSURANCE MATURES.\nCOLLECT 100.,2,100
|
||||||
|
22,1,YOU INHERIT\n100.,2,100
|
||||||
|
23,1,RECEIVE 25\nCONSULTANCY FEE.,2,25
|
||||||
|
24,1,BANK ERROR\nIN YOUR FAVOUR.\nCOLLECT 200.,2,200
|
||||||
|
25,1,HOLIDAY FUND MATURES.\nRECEIVE 100.,2,100
|
||||||
|
26,1,YOU HAVE WON\nSECOND PRIZE IN\nA BEAUTY CONTEST.\nCOLLECT 10.,2,10
|
||||||
|
27,1,YOU ARE ASSESSED\nFOR STREET REPAIRS:\nPAY 40 PER HOUSE AND\n115 PER HOTEL YOU OWN.,10,
|
||||||
|
28,1,HOSPITAL FEES.\nPAY 100.,7,100
|
||||||
|
29,1,IT IS YOUR BIRTHDAY\nCOLLECT 10\nFROM EVERY PLAYER.,11,10
|
||||||
|
30,1,FROM SALE OF STOCK\nYOU GET 50.,2,50
|
||||||
|
31,1,ADVANCE TO GO.\n(COLLECT 200),1,0
|
||||||
|
32,1,*GET OUT OF JAIL FREE.*,9,
|
|
7
Assets/cards.csv.meta
Normal file
7
Assets/cards.csv.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ad3c9732639538f409ef98de72a4782c
|
||||||
|
TextScriptImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Assets/cards.xlsx
Normal file
BIN
Assets/cards.xlsx
Normal file
Binary file not shown.
7
Assets/cards.xlsx.meta
Normal file
7
Assets/cards.xlsx.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 25012c01f1f996c45ac7abadb2dd45b3
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
16
chance.txt
Normal file
16
chance.txt
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
TAKE A TRIP TO\nKINGS CROSS STATION.\nIF YOU PASS GO,\nCOLLECT 200.
|
||||||
|
BANK PAYS YOU\nDIVIDEND OF 50.
|
||||||
|
MAKE GENERAL REPAIRS\nON ALL YOUR PROPERTY:\nFOR EACH HOUSE PAY 25,\nFOR EACH HOTEL PAY 100.
|
||||||
|
ADVANCE TO THE\nNEAREST STATION.\n\n If UNOWNED, you may\nbuy it from the Bank.\n\nIf OWNED, pay owner\ntwice the rental to which\nthey are otherwise entitled.
|
||||||
|
ADVANCE TO\nMAYFAIR.
|
||||||
|
YOU HAVE BEEN ELECTED\nCHAIRMAN OF THE BOARD.\nPAY EACH PLAYER 50.
|
||||||
|
ADVANCE TO\nTHE NEAREST UTILITY.\n\nIf UNOWNED, you may\nbuy it from the Bank.\n\nIf OWNED, throw dice\nand pay owner 10 times\nthe amount thrown.
|
||||||
|
ADVANCE TO THE\nNEAREST STATION.\n\n If UNOWNED, you may\nbuy it from the Bank.\n\nIf OWNED, pay owner\ntwice the rental to which\nthey are otherwise entitled.
|
||||||
|
ADVANCE TO\nPALL MALL.\nIF YOU PASS GO,\nCOLLECT 200.
|
||||||
|
SPEEDING FINE 15.
|
||||||
|
GO BACK\nTHREE SPACES.
|
||||||
|
YOUR BUILDING\nLOAN MATURES.\nCOLLECT 150.
|
||||||
|
ADVANCE TO GO.\n(COLLECT 200)
|
||||||
|
GO TO JAIL. GO DIRECTLY TO JAIL,\nDO NOT PASS GO, DO NOT COLLECT 200.
|
||||||
|
ADVANCE TO\nTRAFALGAR SQUARE.\nIF YOU PASS GO,\nCOLLECT 200.
|
||||||
|
*GET OUT OF JAIL FREE.*
|
16
community chest.txt
Normal file
16
community chest.txt
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
DOCTOR'S FEES.\nPAY 50.
|
||||||
|
SCHOOL FEES.\nPAY 50.
|
||||||
|
INCOME TAX REFUND.\nCOLLECT 20
|
||||||
|
GO TO JAIL. GO DIRECTLY TO JAIL,\nDO NOT PASS GO, DO NOT COLLECT 200.
|
||||||
|
LIFE INSURANCE MATURES.\nCOLLECT 100.
|
||||||
|
YOU INHERIT\n100.
|
||||||
|
RECEIVE 25\nCONSULTANCY FEE.
|
||||||
|
BANK ERROR\nIN YOUR FAVOUR.\nCOLLECT 200.
|
||||||
|
HOLIDAY FUND MATURES.\nRECEIVE 100.
|
||||||
|
YOU HAVE WON\nSECOND PRIZE IN\nA BEAUTY CONTEST.\nCOLLECT 10.
|
||||||
|
YOU ARE ASSESSED\nFOR STREET REPAIRS:\nPAY 40 PER HOUSE AND\n115 PER HOTEL YOU OWN.
|
||||||
|
HOSPITAL FEES.\nPAY 100.
|
||||||
|
IT IS YOUR BIRTHDAY\nCOLLECT 10\nFROM EVERY PLAYER.
|
||||||
|
FROM SALE OF STOCK\nYOU GET 50.
|
||||||
|
ADVANCE TO GO.\n(COLLECT 200)
|
||||||
|
*GET OUT OF JAIL FREE.*
|
15
definitions of functions for cards.txt
Normal file
15
definitions of functions for cards.txt
Normal file
@ -0,0 +1,15 @@
|
|||||||
|
1 - move | extra - move to x (position)
|
||||||
|
2 - bank gives money | extra - give x money (money)
|
||||||
|
3 - make repairs 25 per house and 100 per hotel.
|
||||||
|
4 - advance to the nearest station - requires calculation pay the owner 2x the rent
|
||||||
|
5 - advance to the nearest utility - make player roll dice, then pay owner 10x entitled pay.
|
||||||
|
6 - pay each player a sum of money | extra - money x
|
||||||
|
7 - pay bank | extra - money x
|
||||||
|
8 - go back 3 steps.
|
||||||
|
9 - get out of jail free card
|
||||||
|
10 - street repairs, 40 per house and 115 per hotel.
|
||||||
|
11 - collect money from every player | extra - money x
|
||||||
|
|
||||||
|
groups:
|
||||||
|
1 - chance
|
||||||
|
2 - community chest
|
Loading…
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Reference in New Issue
Block a user