public void DecreaseBid() { AuctionHandler auction = State.getAuctionHandler(); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Nation player = State.getNations()[playerIndex]; auction.decreasePlayerBid(playerIndex); TextMeshProUGUI playerBid = playerBidText.GetComponent <TextMeshProUGUI>(); playerBid.text = auction.getPlayerBid(playerIndex).ToString(); if (auction.getPlayerBid(playerIndex) == 0) { increceBid.gameObject.SetActive(true); decreaseBid.gameObject.SetActive(false); } if (auction.getPlayerBid(playerIndex) > auction.getCurrentBid()) { bid.interactable = true; } else { bid.interactable = false; } }
public void DecreaseBid() { Debug.Log("Decrease bid"); AuctionHandler auction = State.getAuctionHandler(); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Nation player = State.getNations()[playerIndex]; auction.decreasePlayerTempBid(playerIndex); // TextMeshProUGUI playerBid = playerBidText.GetComponent<TextMeshProUGUI>(); playersCurrentBid.text = auction.getTempHumanBidLevel().ToString(); increaseBid.interactable = true; if (auction.getPlayerBid(playerIndex) == 0) { decreaseBid.interactable = false; } Debug.Log("Current high bid: " + State.CurrentColonyAuctionBid); if (auction.getTempHumanBidLevel() > State.CurrentColonyAuctionBid) { bid.interactable = true; } else { bid.interactable = false; } playerRemainingPoints.text = (player.GetColonialPoints() - auction.getTempHumanBidLevel()).ToString(); Debug.Log("Colonial Points: " + player.GetColonialPoints()); Debug.Log("Player Bid: " + auction.getPlayerBid(playerIndex)); }
private void playerBid() { AuctionHandler auction = State.getAuctionHandler(); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); auction.setIndexOfHighestBidderSoFar(playerIndex); auction.setCurrentBid(auction.getPlayerBid(playerIndex)); playerTurn = false; }
private void playerPass() { Debug.Log("Player Passes >>>>>>>>>>>>>>>>>>>>>>>>>>"); AuctionHandler auction = State.getAuctionHandler(); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Text bidText = bid.GetComponentInChildren <Text>(); auction.tempHumanBidLevel = auction.getPlayerBid(playerIndex); auction.passOnBid(playerIndex); auction.incrementBiddingPosition(); nextAuctionPhase(); // Nation player = State.getNations()[playerIndex]; }
private void playerBid() { Debug.Log("Player bids >>>>>>>>>>>>>>>>>>>>>>>>>>>>"); AuctionHandler auction = State.getAuctionHandler(); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); int playerBid = auction.getTempHumanBidLevel(); auction.setPlayerBid(playerIndex, playerBid); auction.setIndexOfHighestBidderSoFar(playerIndex); //State.CurrentColonyAuctionBid = auction.getPlayerBid(playerIndex); State.UpdateColonyAuctionBid(auction.getPlayerBid(playerIndex)); auction.incrementBiddingPosition(); nextAuctionPhase(); }
private void updateAuctionPanel() { Debug.Log("Update Auction Panel ___________________________"); App app = UnityEngine.Object.FindObjectOfType <App>(); int playerIndex = app.GetHumanIndex(); Nation player = State.getNations()[playerIndex]; AuctionHandler auction = State.getAuctionHandler(); Nation item = State.getNations()[auction.getIndexOfCurrentItem()]; // Debug.Log(playerIndex); //TextMeshProUGUI currentPlayerBid = currentBidAmount.GetComponent<TextMeshProUGUI>(); currentBidAmount.text = auction.getPlayerBid(playerIndex).ToString(); if (auction.getPlayerBid(playerIndex) > 0 && !auction.getIfPlayerPass(playerIndex)) { decreaseBid.interactable = true; } else { decreaseBid.interactable = false; } if (player.ColonialPoints <= State.CurrentColonyAuctionBid || player.RecognizingTheseClaims.Contains(item.getIndex()) || auction.getIfPlayerPass(playerIndex) || player.landForces.Strength < 2) { increaseBid.interactable = false; } else { increaseBid.interactable = true; } biddingTable.ClearRows(); for (int i = 0; i < auction.getBiddingOrder().Count; i++) { int currNationIndex = auction.getBiddingOrder()[i]; Nation currNat = State.getNations()[currNationIndex]; TableRow newRow = Instantiate <TableRow>(biddingRow); newRow.gameObject.SetActive(true); newRow.preferredHeight = 30; newRow.name = currNat.getIndex().ToString(); biddingTable.AddRow(newRow); biddingConnector.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, (biddingTable.transform as RectTransform).rect.height); int currNatIndex = currNat.getIndex(); // Debug.Log("Current Nation: " + currNatIndex); int currentNatBid = auction.getPlayerBid(currNatIndex); newRow.Cells[0].GetComponentInChildren <Text>().text = currentNatBid.ToString(); newRow.Cells[1].GetComponentInChildren <Text>().text = currNat.getNationName().ToString(); // Transform res = newRow.Cells[2].transform.GetChild(0); UIObject3D flagImage = newRow.Cells[2].GetComponentInChildren <UIObject3D>(); // flagImage.sprite = Resources.Load("Flags/" + currNat.getNationName().ToString(), typeof(Sprite)) as Sprite; GameObject flagPrefab = Instantiate(Resources.Load <GameObject>("Flags/Prefabs/" + currNat.getNationName())); flagImage.ObjectPrefab = flagPrefab.transform; flagImage.RenderScale = 0; flagImage.LightIntensity = 1; Transform statusTransform = newRow.Cells[3].transform.GetChild(0); Image statusImage = statusTransform.GetComponent <Image>(); if (auction.getIfPlayerPass(currNatIndex) == true) { statusImage.sprite = Resources.Load("Sprites/GUI/Dark_Red_x", typeof(Sprite)) as Sprite; } else { statusImage.sprite = Resources.Load("Sprites/GUI/AuctionHammer", typeof(Sprite)) as Sprite; } } if (auction.getPlayerBid(playerIndex) > State.CurrentColonyAuctionBid) { bid.interactable = true; } else { bid.interactable = false; } TextMeshProUGUI passButtonText = pass.GetComponentInChildren <TextMeshProUGUI>(); if (auction.getIfPlayerPass(playerIndex) || auction.getHighestBidderSoFar() == playerIndex) { passButtonText.SetText("Continue"); } else { passButtonText.SetText("Pass"); } }