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