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brausjonas committed 2023-02-26 21:37:11 +01:00
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commit 63ed43576c
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@@ -116,6 +116,7 @@ public class Client : MonoBehaviour
players[job.data[1]].index = job.data[1];
players[job.data[1]].textCoinsInfo = playerInfoElements[job.data[1]].textCoinInfo;
players[job.data[1]].Layout2 = layout2;
players[job.data[1]].uiHandler = uiHandler;
players[job.data[1]].Init();
playerNameTexts[job.data[1]].text = Encoding.ASCII.GetString(name).Replace(" ", "");
@@ -26,7 +26,8 @@ public class NoPlayablePlayer : Player
public override void Init()
{
GetComponentInChildren<TMP_Text>().text = name;
TMP_Text[] playerTexts = GetComponentsInChildren<TMP_Text>();
playerTexts[0].text = playerTexts[1].text = name;
activated = false;
diceScript = dice.GetComponent<Dice>();
@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Net.Mail;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
@@ -28,7 +29,8 @@ public class PlayablePlayer : Player
public override void Init()
{
GetComponentInChildren<TMP_Text>().text = name;
TMP_Text[] playerTexts = GetComponentsInChildren<TMP_Text>();
playerTexts[0].text = playerTexts[1].text = name;
activated = false;
QualitySettings.vSyncCount = 0;
@@ -202,10 +204,33 @@ public class PlayablePlayer : Player
client.SendFinished();
}
private Star currentStar = null;
private void OnTriggerEnter(Collider collider)
{
base.OnTriggerEnter(collider);
Layout2.SetActive(true);
if (collider.name.Equals("ItemShopTrigger"))
{
Layout2.SetActive(true);
}
else if (collider.name.Equals("StarTrigger"))
{
currentStar = collider.GetComponent<Star>();
uiHandler.ActivateLayoutBuyStar(this);
}
}
public void BuyStar(bool buy)
{
if (buy)
{
currentStar.Buy(this);
}
else
{
currentStar = null;
}
}
}
@@ -20,6 +20,7 @@ public abstract class Player : MonoBehaviour
public int coins = 0;
public TMP_Text textCoinsInfo;
protected bool eventstop = false;
public UIHandler uiHandler;
//for coin animation
private AnimationHandler animationHandler;
+8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Star : MonoBehaviour
{
private bool isActive;
private StarController starController;
private int cost = 20;
[SerializeField] private GameObject starObject;
public int Cost
{
get
{
return cost;
}
}
public bool IsActive
{
get
{
return isActive;
}
set
{
isActive = value;
starObject.SetActive(value);
}
}
public void init(StarController starController)
{
this.starController = starController;
}
public void Buy(Player player)
{
player.coins -= cost;
starController.SwitchStar();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StarController : MonoBehaviour
{
[SerializeField] private Star[] stars;
private int current = 0;
private void Start()
{
foreach(Star s in stars)
{
s.init(this);
}
Activate(current);
current++;
}
private void Activate(int idx)
{
for (int i = 0; i < stars.Length; i++)
{
if (i == idx)
{
stars[i].IsActive = true;
}
else
{
stars[i].IsActive = false;
}
}
}
public void SwitchStar()
{
Activate(current);
current++;
}
}
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@@ -29,7 +29,7 @@ public class StartHandler : MonoBehaviour
if (PlayerPrefs.HasKey("name"))
{
playerName.text = "Name: " + PlayerPrefs.GetString("name");
playerName.text = PlayerPrefs.GetString("name");
layout0.SetActive(false);
layout1.SetActive(true);
}
+25
View File
@@ -6,16 +6,41 @@ public class UIHandler : MonoBehaviour
{
[SerializeField] private GameObject layout0;
[SerializeField] private GameObject layout1;
[SerializeField] private GameObject layoutMiniMap;
[SerializeField] private GameObject layoutBuyStar;
private Player currentPlayer = null;
private void Start()
{
layout1.SetActive(false);
layout0.SetActive(true);
layoutMiniMap.SetActive(false);
layoutBuyStar.SetActive(false);
}
public void ActivateLayout1()
{
layout0.SetActive(false);
layout1.SetActive(true);
layoutMiniMap.SetActive(false);
layoutBuyStar.SetActive(false);
}
public void ActivateLayoutMiniMap()
{
layout0.SetActive(false);
layout1.SetActive(false);
layoutMiniMap.SetActive(true);
layoutBuyStar.SetActive(false);
}
public void ActivateLayoutBuyStar(Player player)
{
currentPlayer = player;
layout0.SetActive(false);
layout1.SetActive(false);
layoutMiniMap.SetActive(false);
layoutBuyStar.SetActive(true);
}
}