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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;
}