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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) | |||||
{ | |||||
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} | |||||
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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