using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using System;
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public class Recipe : MonoBehaviour {
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public Player localPlayer;
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int PlayerCount;
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public Vegetable[] Veggies;
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public Frame[] Frames;
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public int[] Qtys;
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public int[] heldQtys;
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public GameObject RecipeCanvas;
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public Image Inventory;
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// Use this for initialization
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void Start () {
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for (int i = 0; i < PlayerCount; i++)
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{
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int rand = UnityEngine.Random.Range(0, Qtys.Length - 1);
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Qtys[rand] += 1;
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}
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for (int i = 0; i < 4; i++) //Set the recipe UI
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{
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Frames[i].VegetableSpot.sprite = Veggies[i].Image;
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Frames[i].Qty.text = Qtys[i] + "";
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}
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}
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//Button calls
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public void OpenRecipe()
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{
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RecipeCanvas.SetActive(true);
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}
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public void CloseRecipe()
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{
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RecipeCanvas.SetActive(false);
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}
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//Veggie interactions
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public void pickupItem(Vegetable newVeggie)
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{
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localPlayer.heldVeggie = newVeggie;
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Inventory.gameObject.SetActive(true);
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Inventory.sprite = newVeggie.Image;
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}
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public void dropItem()
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{
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localPlayer.heldVeggie = null;
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Inventory.gameObject.SetActive(false);
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}
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public void friendlyPickup(string VeggieName, int change)
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{
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StartCoroutine(ItemLookup(VeggieName, change));
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}
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IEnumerator ItemLookup(string VeggieName, int change)
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{
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for (int i = 0; i < Veggies.Length; i++)
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{
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if(Veggies[i].Name == VeggieName)
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{
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heldQtys[i] += change;
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}
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}
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yield return new WaitForEndOfFrame();
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}
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public bool CheckVictory()
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{
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bool winning = true;
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for (int i = 0; i < Veggies.Length; i++)
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{
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if (Qtys[i] != heldQtys[i])
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{
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winning = false;
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}
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}
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return winning;
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}
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}
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[Serializable]
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public class Vegetable
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{
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public string Name;
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public Sprite Image;
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}
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[Serializable]
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public class Frame
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{
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public Image VegetableSpot;
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public TextMeshProUGUI Qty;
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}
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