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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
public class ParentBehaviour : MonoBehaviour | |||
{ | |||
public spawner babySpawner; | |||
public GameObject child; | |||
public Texture baseVis; | |||
public Texture hatVis; | |||
public Texture eyeVis; | |||
public Texture topVis; | |||
public Texture bottomVis; | |||
public List<string> order = new List<string>(); | |||
public ParentBehaviour otherParent; | |||
public Texture2D[] parentBases; | |||
public Texture2D parentFaceNeutral; | |||
public Texture2D parentFaceHappy1; | |||
public Texture2D parentFaceHappy2; | |||
public Texture2D parentFaceAngry; | |||
public Texture2D parentFaceTalk; | |||
public GameObject parentBodyObj; | |||
public GameObject parentFaceObj; | |||
public GameObject parentDialougeObj; | |||
private void Start() | |||
{ | |||
parentBodyObj.GetComponent<MeshRenderer>().material.mainTexture = parentBases[Random.Range(0, parentBases.Length)]; | |||
parentFaceObj.GetComponent<MeshRenderer>().material.mainTexture = parentFaceNeutral; | |||
} | |||
[ContextMenu("Get Random Child")] | |||
public void GetRandomChild() | |||
{ | |||
bool _validChild = false; | |||
while (!_validChild) | |||
{ | |||
int _childIndex = Random.Range(0, babySpawner.transform.childCount); | |||
child = babySpawner.transform.GetChild(_childIndex).gameObject; | |||
if (otherParent.child != null) | |||
{ | |||
if (child != otherParent.child) | |||
{ | |||
//this prevents both parents asking for the same child | |||
_validChild = true; | |||
} | |||
} | |||
} | |||
Randomizer _childRandomizer = child.GetComponent<Randomizer>(); | |||
baseVis = _childRandomizer.baseObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
hatVis = _childRandomizer.hatObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
eyeVis = _childRandomizer.eyeObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
topVis = _childRandomizer.topObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
bottomVis = _childRandomizer.bottomObj.GetComponent<MeshRenderer>().material.mainTexture; | |||
order.Insert(Random.Range(0, order.Count), "base"); | |||
order.Insert(Random.Range(0, order.Count), "hat"); | |||
order.Insert(Random.Range(0, order.Count), "eye"); | |||
order.Insert(Random.Range(0, order.Count), "top"); | |||
order.Insert(Random.Range(0, order.Count), "bottom"); | |||
} | |||
public bool CheckChild(GameObject _child) | |||
{ | |||
if (_child == child) | |||
{ | |||
return true; | |||
} | |||
else | |||
{ | |||
return false; | |||
} | |||
} | |||
public Texture GiveDetails(GameObject _child) | |||
{ | |||
for (int i = 0; i < order.Count; i++) | |||
{ | |||
switch (order[i]){ | |||
case "base": | |||
if (child.GetComponent<Randomizer>().baseObj.GetComponent<MeshRenderer>().material.mainTexture != baseVis) | |||
{ | |||
return baseVis; | |||
} | |||
break; | |||
case "hat": | |||
if (child.GetComponent<Randomizer>().hatObj.GetComponent<MeshRenderer>().material.mainTexture != hatVis) | |||
{ | |||
return hatVis; | |||
} | |||
break; | |||
case "eye": | |||
if (child.GetComponent<Randomizer>().eyeObj.GetComponent<MeshRenderer>().material.mainTexture != eyeVis) | |||
{ | |||
return eyeVis; | |||
} | |||
break; | |||
case "top": | |||
if (child.GetComponent<Randomizer>().topObj.GetComponent<MeshRenderer>().material.mainTexture != topVis) | |||
{ | |||
return topVis; | |||
} | |||
break; | |||
case "bottom": | |||
if (child.GetComponent<Randomizer>().bottomObj.GetComponent<MeshRenderer>().material.mainTexture != bottomVis) | |||
{ | |||
return bottomVis; | |||
} | |||
break; | |||
default: | |||
break; | |||
} | |||
} | |||
return null; | |||
} | |||
private void OnTriggerEnter(Collider other) | |||
{ | |||
if (other.gameObject.tag == "child") | |||
{ | |||
if (CheckChild(other.gameObject)) | |||
{ | |||
//this is the correct child | |||
} | |||
else | |||
{ | |||
Texture _displayGraphic = GiveDetails(other.gameObject); | |||
//display the display graphic | |||
parentDialougeObj.GetComponent<MeshRenderer>().material.mainTexture = _displayGraphic; | |||
} | |||
} | |||
} | |||
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