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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<Player>();
PlayerCount = PlayersManager.Instance.RemotePlayers.Count + 1;
localPlayer.GetComponent<LocalPlayer>().recipe = this;
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] + "";
}
}
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<VegMsg>(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;
}