using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; public class UIHandler : MonoBehaviour { [SerializeField] private GameObject layout0; [SerializeField] private GameObject layout1; [SerializeField] private GameObject layout2; [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); layout2.SetActive(false); } public void ActivateLayout1() { layout0.SetActive(false); layout1.SetActive(true); layoutMiniMap.SetActive(false); layoutBuyStar.SetActive(false); layout2.SetActive(false); } public void ActivateLayoutMiniMap() { layout0.SetActive(false); layout1.SetActive(false); layoutMiniMap.SetActive(true); layoutBuyStar.SetActive(false); layout2.SetActive(false); } public void ActivateLayoutBuyStar(Player player) { currentPlayer = player; layout0.SetActive(false); layout1.SetActive(false); layoutMiniMap.SetActive(false); layoutBuyStar.SetActive(true); layout2.SetActive(false); LayoutBuyStarController controller = layoutBuyStar.GetComponent(); if (player.coins < 20) { controller.infoText.text = "oh... sorry... but you do not have enough coins (20)"; controller.buttonBuy.SetActive(false); } else { controller.infoText.text = "do you want to buy a star? (20 coins)"; controller.buttonBuy.SetActive(true); } } public void ActivateLayout2(Player player) { currentPlayer = player; layout0.SetActive(false); layout1.SetActive(false); layoutMiniMap.SetActive(false); layoutBuyStar.SetActive(false); layout2.SetActive(true); } public void ButtonBuyStar() { ((PlayablePlayer)currentPlayer).BuyStar(true); ActivateLayout1(); } public void ButtonDontBuyStar() { ((PlayablePlayer)currentPlayer).BuyStar(false); ActivateLayout1(); } public void ButtonMoveOn() { ActivateLayout1(); ((PlayablePlayer)currentPlayer).SkipShop(); } public void ButtonEnter() { } }