public void StartBidding(VacantUI vacant) { startingCostText.text = ""; playerCount = 0; playerInCount = 4; startingCost = 0; biddingTimer = bidTimer; uiText.text = ""; doneBidding = true; player1bid = false; player2bid = false; player3bid = false; player4bid = false; first = false; roundOver = false; countingDown = false; player1first = false; player2first = false; player3first = false; player4first = false; player1ready = false; player2ready = false; player3ready = false; player4ready = false; readyUp = false; Debug.Log("i count that there are " + playerCount.ToString() + "players"); readyUp = true; vacantui = vacant; camera.TurnCanMoveFalse(); Debug.Log("Gamecontroller says there are " + gameController.playerCount.ToString() + "players"); for (int i = 0; i < playerPanels.Length; i++) { playerPanels[i].SetActive(i < gameController.playerCount); } /* * for (int i = gameController.playerCount; i < playerPanels.Length; i++) { * playerPanels[i].SetActive(false); * } */ /*for (int i = 0; i < playerBidDisplays.Length; i++) { * playerBidDisplays[i].text = ""; * }*/ vacantTile = vacant.building; bids = new double[] { vacantTile.price, vacantTile.price, vacantTile.price, vacantTile.price }; startingCost = vacantTile.price; startingCostText.text = "Starting Cost: $" + startingCost.ToString(); //biddingPanel.SetActive(true); //winnerPanel.SetActive(false); //tiedPanel.SetActive(false); //doneBidding = false; biddingTimer = bidTimer; uiText.text = readyUpText; for (int i = 0; i < playerPanels.Length; i++) { if (playerPanels[i].activeSelf == true) { playerCount += 1; Debug.Log("i count that there are " + playerCount.ToString() + "players"); } } }
// Use this for initialization void Start() { for (int i = 0; i < 11; i++) { GameObject tile = Instantiate(urbanFab, new Vector3(-1, 0, i - 5), Quaternion.identity); WorldTile tileScript = tile.GetComponent <WorldTile>(); BuildingResidential building = ScriptableObject.CreateInstance <BuildingResidential>(); building.canvas = mainCanvas; building.tile = tileScript; tileScript.building = building; building.name = BuildingResidential.GenerateName(ResidentType.URBAN); int population = Random.Range(2, 6); for (int j = 0; j < population; j++) { Pop currentPop = new Pop(); currentPop.income = (IncomeLevel)Random.Range(0, 3); currentPop.preference = (FoodPreference)Random.Range(0, 4); currentPop.favoriteIngredient = (RecipeIngredient)Random.Range(0, Ingredient.OPTIONS_COUNT); if (Random.value > 0.5f) { currentPop.hatedIngredient = (RecipeIngredient)Random.Range(1, Ingredient.OPTIONS_COUNT); } else { currentPop.hatedIngredient = RecipeIngredient.EMPTY; } building.residents.Add(currentPop); } } for (int i = 0; i < 11; i++) { GameObject tile = Instantiate(suburbFab, new Vector3(0, 0, i - 5), Quaternion.identity); WorldTile tileScript = tile.GetComponent <WorldTile>(); BuildingResidential building = ScriptableObject.CreateInstance <BuildingResidential>(); building.canvas = mainCanvas; building.tile = tileScript; tileScript.building = building; building.name = BuildingResidential.GenerateName(ResidentType.SUBURB); int population = Random.Range(1, 5); for (int j = 0; j < population; j++) { Pop currentPop = new Pop(); currentPop.income = (IncomeLevel)Random.Range(0, 3); currentPop.preference = (FoodPreference)Random.Range(0, 4); currentPop.favoriteIngredient = (RecipeIngredient)Random.Range(0, Ingredient.OPTIONS_COUNT); if (Random.value > 0.5f) { currentPop.hatedIngredient = (RecipeIngredient)Random.Range(1, Ingredient.OPTIONS_COUNT); } else { currentPop.hatedIngredient = RecipeIngredient.EMPTY; } building.residents.Add(currentPop); } } for (int i = 0; i < 11; i++) { GameObject tile = Instantiate(roadFab, new Vector3(1, 0, i - 5), Quaternion.identity); WorldTile tileScript = tile.GetComponent <WorldTile>(); BuildingResidential building = ScriptableObject.CreateInstance <BuildingResidential>(); building.canvas = mainCanvas; building.tile = tileScript; tileScript.building = building; building.name = BuildingResidential.GenerateName(ResidentType.ROAD); int population = Random.Range(2, 4); for (int j = 0; j < population; j++) { Pop currentPop = new Pop(); currentPop.income = (IncomeLevel)Random.Range(0, 3); currentPop.preference = (FoodPreference)Random.Range(0, 4); currentPop.favoriteIngredient = (RecipeIngredient)Random.Range(0, Ingredient.OPTIONS_COUNT); if (Random.value > 0.5f) { currentPop.hatedIngredient = (RecipeIngredient)Random.Range(1, Ingredient.OPTIONS_COUNT); } else { currentPop.hatedIngredient = RecipeIngredient.EMPTY; } building.residents.Add(currentPop); } } for (int i = 0; i < 11; i++) { GameObject tile = Instantiate(emptyLotFab, new Vector3(2, 0, i - 5), Quaternion.identity); WorldTile tileScript = tile.GetComponent <WorldTile>(); BuildingVacant building = ScriptableObject.CreateInstance <BuildingVacant>(); building.canvas = mainCanvas; building.tile = tileScript; tileScript.building = building; building.name = "Vacant Lot"; building.price = 10 * Random.Range(10, 51); } }