using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
using TMPro;
|
|
using System;
|
|
|
|
public class Recipe : MonoBehaviour {
|
|
|
|
public Player localPlayer;
|
|
int PlayerCount;
|
|
public Vegetable[] Veggies;
|
|
public Frame[] Frames;
|
|
|
|
public int[] Qtys;
|
|
|
|
public GameObject RecipeCanvas;
|
|
|
|
public Image Inventory;
|
|
|
|
// Use this for initialization
|
|
void Start () {
|
|
for (int i = 0; i < PlayerCount; i++)
|
|
{
|
|
int rand = UnityEngine.Random.Range(0, Qtys.Length - 1);
|
|
Qtys[rand] += 1;
|
|
}
|
|
for (int i = 0; i < 4; i++) //Set the recipe UI
|
|
{
|
|
Frames[i].VegetableSpot.sprite = Veggies[i].Image;
|
|
Frames[i].Qty.text = Qtys[i] + "";
|
|
}
|
|
}
|
|
|
|
//Button calls
|
|
public void OpenRecipe()
|
|
{
|
|
RecipeCanvas.SetActive(true);
|
|
}
|
|
|
|
public void CloseRecipe()
|
|
{
|
|
RecipeCanvas.SetActive(false);
|
|
}
|
|
|
|
//Veggie interactions
|
|
public void pickupItem(Vegetable newVeggie)
|
|
{
|
|
localPlayer.heldVeggie = newVeggie;
|
|
Inventory.gameObject.SetActive(true);
|
|
Inventory.sprite = newVeggie.Image;
|
|
}
|
|
|
|
public void dropItem()
|
|
{
|
|
localPlayer.heldVeggie = null;
|
|
Inventory.gameObject.SetActive(false);
|
|
}
|
|
|
|
public void CheckInventory(List<GameObject> Players)
|
|
{
|
|
foreach(GameObject player in Players)
|
|
{
|
|
Player PS = player.GetComponent<Player>();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
[Serializable]
|
|
public class Vegetable
|
|
{
|
|
public string Name;
|
|
public Sprite Image;
|
|
}
|
|
|
|
[Serializable]
|
|
public class Frame
|
|
{
|
|
public Image VegetableSpot;
|
|
public TextMeshProUGUI Qty;
|
|
}
|