2020-09-04 02:06:22 +01:00

260 lines
13 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class Inventory : MonoBehaviour
{
private Main main;
private Player currentPlayer;
//Inventory
public GameObject inventoryPanel;
public Button[] properties; //These are all of the buttons in the inventory corresponding to each unique property.
//Property Panel
public GameObject propertyPanel;
public Button backButton;
public TextMeshProUGUI propertyName;
public Image propertyColour;
public TextMeshProUGUI propertyRent;
public TextMeshProUGUI propertyHouses;
public Button buyHouse;
public TextMeshProUGUI buyHouseText;
public GameObject buyHouseObject;
public Button sellHouse;
public TextMeshProUGUI sellHouseText;
public GameObject sellHouseObject;
public Button mortgage;
public TextMeshProUGUI mortgageText;
private Button lastButton;
//This is the function that will be used when the user clicks to open the inventory.
public void UpdateInventory() //This is meant to update what is on the property panel when
{
if (inventoryPanel.activeSelf) //This checks if the inventory panel is open.
{
OpenInventory(); //This updates only the inventory panel.
}
else if (propertyPanel.activeSelf) //This checks if the property panel is open.
{
OpenProperties(lastButton); //This updates the properties panel.
}
}
public void OpenInventory() //This function renders the inventory panel.
{
Player currentPlayer = main.board.players[main.board.currentPlayer]; //Initialises the current player to make the code look neater.
for (int i = 0; i < properties.Length; i++) //Checks through all of the buttons.
{
if (currentPlayer.ownedProperties.Count == 0)
{
properties[i].interactable = false;
break;
}
for (int j = 0; j < currentPlayer.ownedProperties.Count; j++) //Checks through all of the owned properties.
{
if (currentPlayer.ownedProperties[j].property_name == properties[i].name) //Checks if the names of the property is the same as the button name/
{
properties[i].interactable = true; //Makes the button for the property interactable.
break; //Stops the j for loop as the owned properties list is in order.
}
properties[i].interactable = false;
}
}
}
void OpenProperties(Button button) //This functions runs when a property has been clicked on in the inventory.
{
lastButton = button; //This caches the previously used button for updating when closed and reopened.
Property property = new Property(); //This is used for the property information to make the code look neater.
int currentProperty = 50; //This is used for identifying the property in the ownedProperties list - 50 is used if the property wasn't found for some reason.
for (int i = 0; i < main.board.players[main.board.currentPlayer].ownedProperties.Count; i++) //This checks through the current player's owned properties.
{
if (main.board.players[main.board.currentPlayer].ownedProperties[i].property_name == button.name) //This checks if owned property matches with the button pressed's name.
{
property = main.board.players[main.board.currentPlayer].ownedProperties[i]; //The clicked on property is set to the variable property.
currentProperty = i; //The current property identifier is set.
break; //This stops the for loop prematurely as the search is done.
}
}
propertyName.text = property.property_name; //This sets the name of the property title on screen.
propertyColour.color = button.image.color; //This changes the background colour of the title to the colour of the button that was pressed.
propertyRent.text = property.ParseRentInformation(); //This shows the rent for each possibilities of houses.
propertyHouses.text = property.ParseHouses(); //This shows how many houses there are.
backButton.onClick.AddListener(CloseProperties); //This adds a listener to go back to the main menu screen for the inventory.
//These clears all of the previous listeners.
buyHouse.onClick.RemoveAllListeners();
sellHouse.onClick.RemoveAllListeners();
//These adds listeners to the sell and buy buttons for this specific property.
buyHouse.onClick.AddListener(() => BuyHouse(currentProperty, property.property_name));
sellHouse.onClick.AddListener(() => SellHouse(currentProperty, property.property_name));
switch (property.houses) //Checks how many houses the player has.
{
case 0: //This stops the player from selling a house when they have none.
buyHouseText.text = "Buy House";
sellHouse.interactable = false;
buyHouse.interactable = true;
break;
case 4: //This stops the player from buying a house when they cannot buy more.
buyHouseText.text = "Buy Hotel";
buyHouse.interactable = true;
sellHouse.interactable = true;
break;
case 5:
buyHouseText.text = "Buy Hotel";
buyHouse.interactable = false;
sellHouse.interactable = true;
break;
default: //This is the default case.
buyHouseText.text = "Buy House";
buyHouse.interactable = true;
sellHouse.interactable = true;
break;
}
if (!main.board.players[main.board.currentPlayer].CheckColourSet(property.property_group)) //This checks if all of the colour group properties are owned.
{
//If they aren't all owned, the buy and sell buttons will be disabled.
buyHouse.interactable = false;
sellHouse.interactable = false;
}
if (property.property_group == "station" || property.property_group == "utilities") //This checks if the property is a station or a utility.
{
//This disables buying for stations or utility.
buyHouseObject.SetActive(false);
sellHouseObject.SetActive(false);
}
else
{
//This re-enables buying for houses.
buyHouseObject.SetActive(true);
sellHouseObject.SetActive(true);
}
//Buttons
if (!main.board.players[main.board.currentPlayer].ownedProperties[currentProperty].mortgage) //This checks if the property is not mortgaged.
{
mortgage.onClick.RemoveAllListeners(); //This removes all previous onClick listeners.
mortgage.onClick.AddListener(() => Mortgage(currentProperty)); //This adds a click listener to mortgage the property.
}
else //If the property is already mortgaged then...
{
mortgage.onClick.RemoveAllListeners(); //This removes all previous onClick listeners.
mortgage.onClick.AddListener(() => Unmortgage(currentProperty)); //This adds a click listener to unmortgage the property.
}
inventoryPanel.SetActive(false); //This hides the inventory main menu.
propertyPanel.SetActive(true); //This shows the property specific menu.
}
void BuyHouse(int currentProperty, string propertyName) //This is the function for the buy button.
{
main.board.BuyHouseOnProperty(propertyName); //This will pass the buy function in the main script.
Property property = main.board.players[main.board.currentPlayer].ownedProperties[currentProperty]; //This caches the current property information.
propertyHouses.text = property.ParseHouses(); //This changes the text for how many houses there are on the property.
switch (property.houses) //This now checks how many houses there are on the property.
{
case 4: //This checks if there are enough houses to buy a hotel now.
buyHouseText.text = "Buy Hotel"; //This changes the text on the button to buying a hotel.
sellHouseText.text = "Sell House"; //This changes the text on the button to selling a house.
break;
case 5: //This checks if the property has reached its limit on buying properties.
buyHouseText.text = "Buy Hotel"; //This changes the text on the button to buying a hotel.
sellHouseText.text = "Sell Hotel"; //This changes the text on the button to selling a hotel.
buyHouse.interactable = false; //This disables the user from buying more houses.
break;
default:
buyHouseText.text = "Buy House"; //If there aren't enough for a hotel, the button will display Buy House.
sellHouseText.text = "Sell House"; //This changes the button text to selling a house.
break;
}
sellHouse.interactable = true; //As when a property will be bought, it will immediately allow the user to sell their houses.
}
void SellHouse(int currentProperty, string propertyName) //This is the function for the buy button.
{
main.board.SellHouseOnProperty(propertyName); //This will pass the sell function in the main script.
Property property = main.board.players[main.board.currentPlayer].ownedProperties[currentProperty]; //This caches the current property information.
propertyHouses.text = property.ParseHouses(); //This changes the text for how many houses there are on the property.
switch (property.houses) //This now checks how many houses there are on the property.
{
case 0: //This checks if there are 0 houses left.
buyHouseText.text = "Buy House"; //This changes the button text to buying a house.
sellHouseText.text = "Sell House"; //This changes the button text to selling a house.
sellHouse.interactable = false; //If there are no more houses, the player can't sell anymore, so the sell button will be disabled.
break;
case 4: //This is for when they have sold the hotel.
buyHouseText.text = "Buy Hotel"; //This changes the button text to buying a hotel.
sellHouseText.text = "Sell House"; //This changes the button text to selling a house.
break;
default:
buyHouseText.text = "Buy House"; //This changes the button text to buying a house.
sellHouseText.text = "Sell House"; //This changes the button text to selling a house.
break;
}
buyHouse.interactable = true; //As when a property is sold, it means that the houses aren't at its max and hence enables the buy button.
}
void Mortgage(int currentProperty) //This function runs when the Mortgage button has been pressed.
{
if (main.board.players[main.board.currentPlayer].Mortgage(currentProperty)) //This runs the mortgage function for the property and checks if it was done so successfully.
{
mortgageText.text = "Unmortgage"; //This changes the button from Mortgage to Unmortgage.
mortgage.onClick.RemoveAllListeners(); //This removes all previous onClick listeners.
mortgage.onClick.AddListener(() => Unmortgage(currentProperty)); //This adds a click listener to unmortgage the property.
}
}
void Unmortgage(int currentProperty) //This function runs when the Unmortgage button has been pressed.
{
if (main.board.players[main.board.currentPlayer].Unmortgage(currentProperty)) //This runs the unmortgage command for the property and checks if it was done so successfully.
{
mortgageText.text = "Mortgage"; //This changes the button from Unmortgage to Mortgage.
mortgage.onClick.RemoveAllListeners(); //This removes all previous onClick listeners.
mortgage.onClick.AddListener(() => Mortgage(currentProperty)); //This adds a click listener to mortgage the property.
}
}
void CloseProperties() //This closes the property specific window and goes to the inventory main menu.
{
OpenInventory(); //This updates the inventory panel.
propertyPanel.SetActive(false); //This closes the property specific window.
inventoryPanel.SetActive(true); //This opens the inventory main menu.
}
void Awake()
{
main = FindObjectOfType<Main>();
}
void Start()
{
for (int i = 0; i < properties.Length; i++) //This goes through all of the buttons in the main menu.
{
int i1 = i;
properties[i].onClick.AddListener(() => OpenProperties(properties[i1])); //This adds a specific menu for each of the buttons.
}
backButton.onClick.AddListener(CloseProperties); //This adds the function to go back to the main inventory page on the property specific window.
}
}