using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro; using System; using Multiplayer; public class Recipe : MonoBehaviour { Player localPlayer; int PlayerCount; public Vegetable[] Veggies; public Frame[] Frames; public int[] Qtys; public int[] heldQtys; public GameObject RecipeCanvas; public Image Inventory; // Use this for initialization void Start () { localPlayer = PlayersManager.Instance.LocalPlayer.GetComponent(); PlayerCount = PlayersManager.Instance.RemotePlayers.Count + 1; localPlayer.GetComponent().recipe = this; int count = 0; for (int i = 0; i < PlayerCount; i++) { Qtys[count] += 1; count += 1; if (count > 3) { count = 0; } } for (int i = 0; i < 4; i++) //Set the recipe UI { Frames[i].VegetableSpot.sprite = Veggies[i].Image; Frames[i].Qty.text = Qtys[i] + ""; } } private void OnEnable() { ClientManager.Instance.Client.RegisterHandler(PlayerMsgID.Vegetable, recieveVeg); } private void OnDisable() { ClientManager.Instance.Client.UnregisterHandler(PlayerMsgID.Vegetable); } //Button calls public void OpenRecipe() { RecipeCanvas.SetActive(true); } public void CloseRecipe() { RecipeCanvas.SetActive(false); } //Veggie interactions public void pickupItem(Vegetable newVeggie) { Inventory.gameObject.SetActive(true); Inventory.sprite = newVeggie.Image; } public void friendlyPickup(string VeggieName, int change) { StartCoroutine(ItemLookup(VeggieName, change)); VegMsg msg = new VegMsg(ClientManager.Instance.ID, VeggieName, change); ClientManager.Instance.SendMessage(PlayerMsgID.Vegetable, msg); } public void recieveVeg(UnityEngine.Networking.NetworkMessage msg) { VegMsg vegMsg; if (!Utility.ReadMessage(msg, out vegMsg)) return; StartCoroutine(ItemLookup(vegMsg.String, vegMsg.Int)); } IEnumerator ItemLookup(string VeggieName, int change) { for (int i = 0; i < Veggies.Length; i++) { if(Veggies[i].Name == VeggieName) { heldQtys[i] += change; } } yield return new WaitForEndOfFrame(); } public bool CheckVictory() { bool winning = true; for (int i = 0; i < Veggies.Length; i++) { if (Qtys[i] != heldQtys[i]) { winning = false; } } return winning; } } [Serializable] public class Vegetable { public string Name; public Sprite Image; } [Serializable] public class Frame { public Image VegetableSpot; public TextMeshProUGUI Qty; }