Global Game Jam 2021
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ParentBehaviour : MonoBehaviour
{
public spawner babySpawner;
public GameObject child;
public Texture baseVis;
public Texture hatVis;
public Texture eyeVis;
public Texture topVis;
public Texture bottomVis;
public List<string> order = new List<string>();
public ParentBehaviour otherParent;
public Texture2D[] parentBases;
public Texture2D parentFaceNeutral;
public Texture2D parentFaceHappy1;
public Texture2D parentFaceHappy2;
public Texture2D parentFaceAngry;
public Texture2D parentFaceTalk;
public GameObject parentBodyObj;
public GameObject parentFaceObj;
public GameObject parentDialougeObj;
private void Start()
{
parentBodyObj.GetComponent<MeshRenderer>().material.mainTexture = parentBases[Random.Range(0, parentBases.Length)];
parentFaceObj.GetComponent<MeshRenderer>().material.mainTexture = parentFaceNeutral;
}
[ContextMenu("Get Random Child")]
public void GetRandomChild()
{
bool _validChild = false;
while (!_validChild)
{
int _childIndex = Random.Range(0, babySpawner.transform.childCount);
child = babySpawner.transform.GetChild(_childIndex).gameObject;
if (otherParent.child != null)
{
if (child != otherParent.child)
{
//this prevents both parents asking for the same child
_validChild = true;
}
}
}
Randomizer _childRandomizer = child.GetComponent<Randomizer>();
baseVis = _childRandomizer.baseObj.GetComponent<MeshRenderer>().material.mainTexture;
hatVis = _childRandomizer.hatObj.GetComponent<MeshRenderer>().material.mainTexture;
eyeVis = _childRandomizer.eyeObj.GetComponent<MeshRenderer>().material.mainTexture;
topVis = _childRandomizer.topObj.GetComponent<MeshRenderer>().material.mainTexture;
bottomVis = _childRandomizer.bottomObj.GetComponent<MeshRenderer>().material.mainTexture;
order.Insert(Random.Range(0, order.Count), "base");
order.Insert(Random.Range(0, order.Count), "hat");
order.Insert(Random.Range(0, order.Count), "eye");
order.Insert(Random.Range(0, order.Count), "top");
order.Insert(Random.Range(0, order.Count), "bottom");
}
public bool CheckChild(GameObject _child)
{
if (_child == child)
{
return true;
}
else
{
return false;
}
}
public Texture GiveDetails(GameObject _child)
{
for (int i = 0; i < order.Count; i++)
{
switch (order[i]){
case "base":
if (child.GetComponent<Randomizer>().baseObj.GetComponent<MeshRenderer>().material.mainTexture != baseVis)
{
return baseVis;
}
break;
case "hat":
if (child.GetComponent<Randomizer>().hatObj.GetComponent<MeshRenderer>().material.mainTexture != hatVis)
{
return hatVis;
}
break;
case "eye":
if (child.GetComponent<Randomizer>().eyeObj.GetComponent<MeshRenderer>().material.mainTexture != eyeVis)
{
return eyeVis;
}
break;
case "top":
if (child.GetComponent<Randomizer>().topObj.GetComponent<MeshRenderer>().material.mainTexture != topVis)
{
return topVis;
}
break;
case "bottom":
if (child.GetComponent<Randomizer>().bottomObj.GetComponent<MeshRenderer>().material.mainTexture != bottomVis)
{
return bottomVis;
}
break;
default:
break;
}
}
return null;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "child")
{
if (CheckChild(other.gameObject))
{
//this is the correct child
}
else
{
Texture _displayGraphic = GiveDetails(other.gameObject);
//display the display graphic
parentDialougeObj.GetComponent<MeshRenderer>().material.mainTexture = _displayGraphic;
}
}
}
}