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Added the inventory UI
The inventory is not yet functional
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@ -3,14 +3,23 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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using TMPro;
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public class ButtonHandler : MonoBehaviour
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public class ButtonHandler : MonoBehaviour
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{
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{
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public GameObject GameUI;
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public Button rollDice;
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public Button rollDice;
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public GameObject buyButton;
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public GameObject buyButton;
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public Button buyButtonButton;
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public Button buyButtonButton;
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//Inventory
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public GameObject PropertyUI;
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public Button inventory;
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public TextMeshProUGUI inventoryText;
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private bool inventoryOpen = false;
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public void disableRollDice()
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public void disableRollDice()
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{
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{
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rollDice.interactable = false;
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rollDice.interactable = false;
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@ -31,6 +40,34 @@ public class ButtonHandler : MonoBehaviour
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buyButton.SetActive(true);
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buyButton.SetActive(true);
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}
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}
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void OpenInventory()
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{
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GameUI.SetActive(false);
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PropertyUI.SetActive(true);
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inventoryText.text = "Close Inventory";
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}
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void CloseInventory()
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{
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GameUI.SetActive(true);
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PropertyUI.SetActive(false);
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inventoryText.text = "Open Inventory";
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}
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void ToggleInventory()
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{
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if (!inventoryOpen)
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{
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OpenInventory();
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inventoryOpen = true;
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}
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else
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{
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CloseInventory();
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inventoryOpen = false;
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}
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}
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private Main main;
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private Main main;
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@ -41,10 +78,11 @@ public class ButtonHandler : MonoBehaviour
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void Start()
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void Start()
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{
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{
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buyButtonButton.onClick.AddListener(TaskOnClick);
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buyButtonButton.onClick.AddListener(BuyPropertyClick);
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inventory.onClick.AddListener(ToggleInventory);
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}
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}
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void TaskOnClick() {
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void BuyPropertyClick() {
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main.board.BuyProperty();
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main.board.BuyProperty();
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}
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}
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}
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}
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@ -219,6 +219,11 @@ public class Board //Creating the class for the board mechanics.
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Debug.Log("The property cannot be bought!"); //Prints that theres an error
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Debug.Log("The property cannot be bought!"); //Prints that theres an error
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}
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}
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public void Mortgage()
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{
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}
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}
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}
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public class Player
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public class Player
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@ -296,7 +301,7 @@ public class Player
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public void CheckColourSet(string colour) //Checks if the player has a whole colour set.
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public bool CheckColourSet(string colour) //Checks if the player has a whole colour set.
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{
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{
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int required = 3; //This is the number of properties needed to own to buy houses.
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int required = 3; //This is the number of properties needed to own to buy houses.
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int counter = 0; //This checks how many times the property is found.
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int counter = 0; //This checks how many times the property is found.
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@ -306,11 +311,15 @@ public class Player
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required = 2;
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required = 2;
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}
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}
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for (int i = 0; i < ownedProperties.Count; i++)
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for (int i = 0; i < ownedProperties.Count && counter != required; i++)
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{
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{
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//TODO Use the merge sort to make the for loop more efficient.
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if (ownedProperties[i].property_group == colour)
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{
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counter++;
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}
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}
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}
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return (counter == required);
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}
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}
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@ -1,2 +1,2 @@
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m_EditorVersion: 2020.1.2f1
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m_EditorVersion: 2020.1.3f1
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m_EditorVersionWithRevision: 2020.1.2f1 (7b32bc54ba47)
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m_EditorVersionWithRevision: 2020.1.3f1 (cf5c4788e1d8)
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@ -5,6 +5,9 @@ EditorUserSettings:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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serializedVersion: 4
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serializedVersion: 4
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m_ConfigSettings:
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m_ConfigSettings:
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lightmappingDeviceAndPlatform:
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value: 53
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flags: 0
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vcSharedLogLevel:
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vcSharedLogLevel:
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value: 0d5e400f0650
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value: 0d5e400f0650
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flags: 0
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flags: 0
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