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C1oseReaper

c# character work

Feb 19th, 2020
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  1. public Button player1openButton;
  2. public Button player2openButton;
  3.  
  4. public GameObject player1Menu;
  5. public GameObject player2Menu;
  6.  
  7.  
  8. private void Start()
  9. {
  10. gm = FindObjectOfType<GM>();
  11. }
  12.  
  13. private void Update()
  14. {
  15. if (gm.playerTurn == 1)
  16. {
  17. player1openButton.interactable = true;
  18. player2openButton.interactable = false;
  19. }
  20. else
  21. {
  22. player2openButton.interactable = true;
  23. player1openButton.interactable = false;
  24. }
  25. }
  26.  
  27. public void ToggleMenu(GameObject menu) {
  28. menu.SetActive(!menu.activeSelf);
  29. }
  30.  
  31. public void CloseCharacterCreationMenus() {
  32. player1Menu.SetActive(false);
  33. player2Menu.SetActive(false);
  34. }
  35.  
  36. public void BuyUnit (Unit unit) {
  37.  
  38. if (unit.playerNumber == 1 && unit.cost <= gm.player1Gold)
  39. {
  40. player1Menu.SetActive(false);
  41. gm.player1Gold -= unit.cost;
  42. } else if (unit.playerNumber == 2 && unit.cost <= gm.player2Gold)
  43. {
  44. player2Menu.SetActive(false);
  45. gm.player2Gold -= unit.cost;
  46. } else {
  47. print("NOT ENOUGH GOLD, SORRY!");
  48. return;
  49. }
  50.  
  51. gm.UpdateGoldText();
  52. gm.createdUnit = unit;
  53.  
  54. DeselectUnit();
  55. SetCreatableTiles();
  56. }
  57.  
  58. public void BuyVillage(Village village) {
  59. if (village.playerNumber == 1 && village.cost <= gm.player1Gold)
  60. {
  61. player1Menu.SetActive(false);
  62. gm.player1Gold -= village.cost;
  63. }
  64. else if (village.playerNumber == 2 && village.cost <= gm.player2Gold)
  65. {
  66. player2Menu.SetActive(false);
  67. gm.player2Gold -= village.cost;
  68. }
  69. else
  70. {
  71. print("NOT ENOUGH GOLD, SORRY!");
  72. return;
  73. }
  74. gm.UpdateGoldText();
  75. gm.createdVillage = village;
  76.  
  77. DeselectUnit();
  78.  
  79. SetCreatableTiles();
  80.  
  81. }
  82.  
  83. void SetCreatableTiles() {
  84. gm.ResetTiles();
  85.  
  86. Tile[] tiles = FindObjectsOfType<Tile>();
  87. foreach (Tile tile in tiles)
  88. {
  89. if (tile.isClear())
  90. {
  91. tile.SetCreatable();
  92. }
  93. }
  94. }
  95.  
  96. void DeselectUnit() {
  97. if (gm.selectedUnit != null)
  98. {
  99. gm.selectedUnit.isSelected = false;
  100. gm.selectedUnit = null;
  101. }
  102. }
  103.  
  104.  
  105.  
  106.  
  107. }
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