Added the inventory UI

The inventory is not yet functional
This commit is contained in:
Anthony Berg 2020-08-24 21:32:55 +01:00
parent 6775b97073
commit f65ff7e1f6
5 changed files with 5320 additions and 129 deletions

File diff suppressed because it is too large Load Diff

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@ -3,14 +3,23 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
using TMPro;
public class ButtonHandler : MonoBehaviour public class ButtonHandler : MonoBehaviour
{ {
public GameObject GameUI;
public Button rollDice; public Button rollDice;
public GameObject buyButton; public GameObject buyButton;
public Button buyButtonButton; public Button buyButtonButton;
//Inventory
public GameObject PropertyUI;
public Button inventory;
public TextMeshProUGUI inventoryText;
private bool inventoryOpen = false;
public void disableRollDice() public void disableRollDice()
{ {
rollDice.interactable = false; rollDice.interactable = false;
@ -31,6 +40,34 @@ public class ButtonHandler : MonoBehaviour
buyButton.SetActive(true); buyButton.SetActive(true);
} }
void OpenInventory()
{
GameUI.SetActive(false);
PropertyUI.SetActive(true);
inventoryText.text = "Close Inventory";
}
void CloseInventory()
{
GameUI.SetActive(true);
PropertyUI.SetActive(false);
inventoryText.text = "Open Inventory";
}
void ToggleInventory()
{
if (!inventoryOpen)
{
OpenInventory();
inventoryOpen = true;
}
else
{
CloseInventory();
inventoryOpen = false;
}
}
private Main main; private Main main;
@ -41,10 +78,11 @@ public class ButtonHandler : MonoBehaviour
void Start() void Start()
{ {
buyButtonButton.onClick.AddListener(TaskOnClick); buyButtonButton.onClick.AddListener(BuyPropertyClick);
inventory.onClick.AddListener(ToggleInventory);
} }
void TaskOnClick() { void BuyPropertyClick() {
main.board.BuyProperty(); main.board.BuyProperty();
} }
} }

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@ -219,6 +219,11 @@ public class Board //Creating the class for the board mechanics.
Debug.Log("The property cannot be bought!"); //Prints that theres an error Debug.Log("The property cannot be bought!"); //Prints that theres an error
} }
public void Mortgage()
{
}
} }
public class Player public class Player
@ -296,22 +301,26 @@ public class Player
public void CheckColourSet(string colour) //Checks if the player has a whole colour set. public bool CheckColourSet(string colour) //Checks if the player has a whole colour set.
{ {
int required = 3; //This is the number of properties needed to own to buy houses. int required = 3; //This is the number of properties needed to own to buy houses.
int counter = 0; //This checks how many times the property is found. int counter = 0; //This checks how many times the property is found.
if (colour == "brown" || colour == "dark blue") //Only brown and dark blue has 2 properties. if (colour == "brown" || colour == "dark blue") //Only brown and dark blue has 2 properties.
{ {
required = 2; required = 2;
} }
for (int i = 0; i < ownedProperties.Count; i++) for (int i = 0; i < ownedProperties.Count && counter != required; i++)
{ {
//TODO Use the merge sort to make the for loop more efficient. if (ownedProperties[i].property_group == colour)
{
counter++;
}
} }
return (counter == required);
} }
public void Pay(int fee) public void Pay(int fee)

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@ -1,2 +1,2 @@
m_EditorVersion: 2020.1.2f1 m_EditorVersion: 2020.1.3f1
m_EditorVersionWithRevision: 2020.1.2f1 (7b32bc54ba47) m_EditorVersionWithRevision: 2020.1.3f1 (cf5c4788e1d8)

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@ -5,6 +5,9 @@ EditorUserSettings:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
serializedVersion: 4 serializedVersion: 4
m_ConfigSettings: m_ConfigSettings:
lightmappingDeviceAndPlatform:
value: 53
flags: 0
vcSharedLogLevel: vcSharedLogLevel:
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flags: 0 flags: 0