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https://github.com/smyalygames/monopoly.git
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Created front end for the login and register page
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Assets/Scenes/login.unity
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5062
Assets/Scenes/login.unity
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Assets/Scripts/login.meta
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44
Assets/Scripts/login/Login.cs
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Assets/Scripts/login/Login.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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public class Login : MonoBehaviour
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{
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public TextMeshProUGUI username; //This is for the username text input.
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public TextMeshProUGUI password; //This is for the password text input.
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public Button login; //This is the button used to register.
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private bool CheckIsEmpty() //This checks if the strings are empty.
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{
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var strings = new List<string> {username.text, password.text}; //This puts all of the text boxes into an array.
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string check = ""; //This is used for the check, the ZWSP is TMP's way of identifying nothing as null.
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if (strings.Contains(check)) //If any of the inputs are null.
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{
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return true;
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}
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return false;
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}
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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if (CheckIsEmpty())
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{
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login.interactable = false;
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}
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else
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{
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login.interactable = true;
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}
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}
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}
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Assets/Scripts/login/Login.cs.meta
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Assets/Scripts/login/Register.cs
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Assets/Scripts/login/Register.cs
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using System;
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using System.Collections.Generic;
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using System.Xml.Schema;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class Register : MonoBehaviour
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{
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public TextMeshProUGUI username; //This is for the username text input.
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public TextMeshProUGUI email; //This is for the email text input.
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public TextMeshProUGUI password; //This is for the password text input.
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public TextMeshProUGUI repeatPassword; //This is for the password that has been repeated in the text input.
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public Button register; //This is the button used to register.
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private bool CheckIsEmpty() //This checks if the strings are empty.
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{
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var strings = new List<string> {username.text, email.text, password.text, repeatPassword.text}; //This puts all of the text boxes into an array.
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string check = ""; //This is used for the check, the ZWSP is TMP's way of identifying nothing as null.
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if (strings.Contains(check)) //If any of the inputs are null.
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{
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return true;
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}
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return false;
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}
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void Awake()
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{
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}
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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if (CheckIsEmpty()) //This checks if all of the inputs are empty.
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{
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register.interactable = false; //If they are empty, disable the register button.
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}
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else
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{
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register.interactable = true; //If all of them are filled, then allow the user to register.
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}
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}
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}
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Assets/Scripts/login/Register.cs.meta
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11
Assets/Scripts/login/Register.cs.meta
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@ -191,10 +191,12 @@ public class Board //Creating the class for the board mechanics.
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communityPointer = 0;
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communityPointer = 0;
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}
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}
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public void MovePlayer(int roll) //This moves the player
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public void MovePlayer(int roll1, int roll2) //This moves the player
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{
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{
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players[currentPlayer].Move(roll); //This is telling the player to move in the local player class.
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int totalRoll = roll1 + roll2;
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textHandler.UpdateRoll(roll); //This is updating the text on the screen for the roll
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players[currentPlayer].Move(roll1, roll2); //This is telling the player to move in the local player class.
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textHandler.UpdateRoll(totalRoll); //This is updating the text on the screen for the roll
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//Money UI
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//Money UI
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int money = players[currentPlayer].money; //Gets the money the player has
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int money = players[currentPlayer].money; //Gets the money the player has
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@ -498,14 +500,16 @@ public class Board //Creating the class for the board mechanics.
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{
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{
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case 0: //This is for Chance.
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case 0: //This is for Chance.
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card = SelectCard(group); //This selects a card from the deck.
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card = SelectCard(group); //This selects a card from the deck.
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textHandler.ShowCard(group, chance[0].card_text); //This displays the card details on the UI.
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textHandler.ShowCard(group, card.card_text); //This displays the card details on the UI.
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break;
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break;
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case 1: //This is for Community Chest.
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case 1: //This is for Community Chest.
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card = SelectCard(group); //This selects a card from the deck.
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card = SelectCard(group); //This selects a card from the deck.
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textHandler.ShowCard(group, communityChest[0].card_text); //This displays the card details on the UI.
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textHandler.ShowCard(group, card.card_text); //This displays the card details on the UI.
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break;
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break;
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}
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}
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card = chance[11];
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(int, int) properties; //This is initialised to count the properties.
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(int, int) properties; //This is initialised to count the properties.
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int houses; //This is initialised to calculate the total cost of each house.
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int houses; //This is initialised to calculate the total cost of each house.
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int hotels; //This is initialised to calculate the total cost of each hotel.
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int hotels; //This is initialised to calculate the total cost of each hotel.
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@ -516,7 +520,7 @@ public class Board //Creating the class for the board mechanics.
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{
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{
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case 1:
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case 1:
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//1 - move | extra - move to x (position)
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//1 - move | extra - move to x (position)
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//TODO
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players[currentPlayer].CardMove(1, Convert.ToInt32(card.extra));
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break;
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break;
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case 2:
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case 2:
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//2 - bank gives money | extra - give x money (money)
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//2 - bank gives money | extra - give x money (money)
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@ -532,6 +536,7 @@ public class Board //Creating the class for the board mechanics.
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case 4:
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case 4:
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//4 - advance to the nearest station - requires calculation pay the owner 2x the rent
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//4 - advance to the nearest station - requires calculation pay the owner 2x the rent
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//TODO
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//TODO
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players[currentPlayer].CardMove(4, Convert.ToInt32(card.extra));
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break;
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break;
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case 5:
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case 5:
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//5 - advance to the nearest utility - make player roll dice, then pay owner 10x entitled pay.
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//5 - advance to the nearest utility - make player roll dice, then pay owner 10x entitled pay.
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@ -559,6 +564,7 @@ public class Board //Creating the class for the board mechanics.
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case 8:
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case 8:
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//8 - go back 3 steps.
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//8 - go back 3 steps.
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//TODO
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//TODO
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players[currentPlayer].CardMove(8, 3);
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break;
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break;
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case 9:
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case 9:
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//9 - get out of jail free card
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//9 - get out of jail free card
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@ -649,13 +655,13 @@ public class Player
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textHandler = GameObject.FindObjectOfType<TextHandler>(); //Finds the text handler script
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textHandler = GameObject.FindObjectOfType<TextHandler>(); //Finds the text handler script
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}
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}
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public void Move(int roll) //This moves the player a certain length (what they got from rolling the dice).
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public void Move(int roll1, int roll2) //This moves the player a certain length (what they got from rolling the dice).
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{
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{
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diceRoll = roll;
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diceRoll = roll1 + roll2;
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int previousPosition = position; //This saves the previous position the player was at
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int previousPosition = position; //This saves the previous position the player was at
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position += roll; //Add the position with what was rolled.
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position += diceRoll; //Add the position with what was rolled.
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if (position >= 40) //If the player has reached or passed go then...
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if (position >= 40) //If the player has reached or passed go then...
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{
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{
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@ -668,6 +674,28 @@ public class Player
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//return position; //Returns where the player needs to move to on the board
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//return position; //Returns where the player needs to move to on the board
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}
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}
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private void MoveToPosition(int position)
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{
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int previousPosition = this.position;
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this.position = position;
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movement.Move(previousPosition, this.position, playerNumber);
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}
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private void MoveBack(int roll)
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{
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int previousPosition = position; //This saves the previous position the player was at
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position -= roll; //Subtracts the position with what was rolled.
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if (position < 0) //If the player has reached or passed go then...
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||||||
|
{
|
||||||
|
position += 40; //As the player has gone round the board once, it removes the fact that it has gone around the board once.
|
||||||
|
}
|
||||||
|
|
||||||
|
movement.MoveBack(previousPosition, position, playerNumber);
|
||||||
|
}
|
||||||
|
|
||||||
public void GoToJail() //If the player needs to go to jail. TODO
|
public void GoToJail() //If the player needs to go to jail. TODO
|
||||||
{
|
{
|
||||||
int previousPosition = position;
|
int previousPosition = position;
|
||||||
@ -677,11 +705,11 @@ public class Player
|
|||||||
movement.Move(previousPosition,position, playerNumber); //Moves the player to jail.
|
movement.Move(previousPosition,position, playerNumber); //Moves the player to jail.
|
||||||
}
|
}
|
||||||
|
|
||||||
public void GetOutOfJail(int roll) //If the player is going out of jail. TODO
|
public void GetOutOfJail(int roll1, int roll2) //If the player is going out of jail. TODO
|
||||||
{
|
{
|
||||||
position = 10; //Moves the player out of jail.
|
position = 10; //Moves the player out of jail.
|
||||||
inJail = false; //Disables the inJail functions for the player.
|
inJail = false; //Disables the inJail functions for the player.
|
||||||
Move(roll); //Then moves the player.
|
Move(roll1, roll2); //Then moves the player.
|
||||||
}
|
}
|
||||||
|
|
||||||
public void BuyProperty(Property property) //This function allows the player to own a property.
|
public void BuyProperty(Property property) //This function allows the player to own a property.
|
||||||
@ -802,6 +830,22 @@ public class Player
|
|||||||
|
|
||||||
return (houses, hotels);
|
return (houses, hotels);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void CardMove(int function, int position)
|
||||||
|
{
|
||||||
|
switch (function)
|
||||||
|
{
|
||||||
|
case 1:
|
||||||
|
MoveToPosition(position);
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
MoveBack(position);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public class Main : MonoBehaviour
|
public class Main : MonoBehaviour
|
||||||
|
@ -12,14 +12,25 @@ public class Movement : MonoBehaviour
|
|||||||
public float speed;
|
public float speed;
|
||||||
double WPradius = 0.001;
|
double WPradius = 0.001;
|
||||||
private Main main;
|
private Main main;
|
||||||
|
private bool forward;
|
||||||
|
|
||||||
|
|
||||||
public void Move(int previousPosition, int _roll, int playerNumber)
|
public void Move(int previousPosition, int _roll, int playerNumber)
|
||||||
{
|
{
|
||||||
position = previousPosition;
|
position = previousPosition;
|
||||||
roll = _roll;
|
roll = _roll;
|
||||||
movement = true;
|
forward = true;
|
||||||
currentPlayer = playerNumber;
|
currentPlayer = playerNumber;
|
||||||
|
movement = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void MoveBack(int previousPosition, int back, int playerNumber)
|
||||||
|
{
|
||||||
|
forward = false;
|
||||||
|
position = previousPosition;
|
||||||
|
roll = back;
|
||||||
|
currentPlayer = playerNumber;
|
||||||
|
movement = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
@ -31,7 +42,31 @@ public class Movement : MonoBehaviour
|
|||||||
{
|
{
|
||||||
if (!movement) return;
|
if (!movement) return;
|
||||||
|
|
||||||
if ((Vector3.Distance(waypoints[position].transform.position, players[currentPlayer].transform.position) < WPradius) && roll == 40) //This checks if the player has to go to jail
|
if (!forward)
|
||||||
|
{
|
||||||
|
Debug.Log("yes");
|
||||||
|
if ((Vector3.Distance(waypoints[position].transform.position, players[currentPlayer].transform.position) < WPradius) && position != roll)
|
||||||
|
{
|
||||||
|
position--;
|
||||||
|
if (position < 0)
|
||||||
|
{
|
||||||
|
position = 39;
|
||||||
|
}
|
||||||
|
} else if ((Vector3.Distance(waypoints[position].transform.position, players[currentPlayer].transform.position) < WPradius) && position == roll)
|
||||||
|
{
|
||||||
|
movement = false;
|
||||||
|
if (position == 30) //This checks if the player has landed on go to jail.
|
||||||
|
{
|
||||||
|
main.board.players[currentPlayer].GoToJail();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!main.board.CheckProperty(roll))
|
||||||
|
{
|
||||||
|
main.board.CheckFees();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else if ((Vector3.Distance(waypoints[position].transform.position, players[currentPlayer].transform.position) < WPradius) && roll == 40) //This checks if the player has to go to jail
|
||||||
{
|
{
|
||||||
position = 40;
|
position = 40;
|
||||||
}
|
}
|
||||||
|
@ -44,12 +44,12 @@ public class RollDice : MonoBehaviour
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.Log($"You got out of jail with {dice1} and {dice2}!");
|
Debug.Log($"You got out of jail with {dice1} and {dice2}!");
|
||||||
main.board.players[current].GetOutOfJail(totalRoll);
|
main.board.players[current].GetOutOfJail(dice1, dice2);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
main.board.MovePlayer(1);
|
main.board.MovePlayer(1, 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,12 +1,12 @@
|
|||||||
1 - move | extra - move to x (position)
|
1 - move | extra - move to x (position) TODO
|
||||||
2 - bank gives money | extra - give x money (money)
|
2 - bank gives money | extra - give x money (money)
|
||||||
3 - make repairs 25 per house and 100 per hotel.
|
3 - make repairs 25 per house and 100 per hotel.
|
||||||
4 - advance to the nearest station - requires calculation pay the owner 2x the rent
|
4 - advance to the nearest station - requires calculation pay the owner 2x the rent TODO
|
||||||
5 - advance to the nearest utility - make player roll dice, then pay owner 10x entitled pay.
|
5 - advance to the nearest utility - make player roll dice, then pay owner 10x entitled pay. TODO
|
||||||
6 - pay each player a sum of money | extra - money x
|
6 - pay each player a sum of money | extra - money x
|
||||||
7 - pay bank | extra - money x
|
7 - pay bank | extra - money x
|
||||||
8 - go back 3 steps.
|
8 - go back 3 steps. TODO
|
||||||
9 - get out of jail free card
|
9 - get out of jail free card (TODO)
|
||||||
10 - street repairs, 40 per house and 115 per hotel.
|
10 - street repairs, 40 per house and 115 per hotel.
|
||||||
11 - collect money from every player | extra - money x
|
11 - collect money from every player | extra - money x
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user