monopoly/Assets/Scripts/monopoly/ButtonHandler.cs

109 lines
2.2 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class ButtonHandler : MonoBehaviour
{
public GameObject GameUI;
public Button rollDice;
public GameObject buyButton;
public Button buyButtonButton;
public Button nextTurn;
public GameObject nextTurnObj;
//Inventory
public GameObject PropertyUI;
public Button inventory;
public TextMeshProUGUI inventoryText;
private bool inventoryOpen = false;
private Inventory inventoryClass;
public GameObject card;
public Button cardButton;
public void DisableRollDice()
{
rollDice.interactable = false;
}
public void EnableRollDice()
{
rollDice.interactable = true;
}
public void DisableBuying()
{
buyButton.SetActive(false);
}
public void EnableBuying()
{
buyButton.SetActive(true);
}
public void EnableNextTurn()
{
nextTurnObj.SetActive(true);
}
void NextTurn()
{
main.board.NextPlayer();
nextTurnObj.SetActive(false);
}
void OpenInventory()
{
inventoryClass.UpdateInventory();
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;
}
}
void CloseCard()
{
card.SetActive(false);
}
private Main main;
void Awake()
{
main = FindObjectOfType<Main>();
inventoryClass = FindObjectOfType<Inventory>();
}
void Start()
{
buyButtonButton.onClick.AddListener(BuyPropertyClick);
nextTurn.onClick.AddListener(NextTurn);
inventory.onClick.AddListener(ToggleInventory);
cardButton.onClick.AddListener(CloseCard);
}
void BuyPropertyClick() {
main.board.BuyProperty();
}
}