public void BuyDevelopmentCardsButtonPress() { action = ActionCode.BUY_DEVELOPMENT_CARD; // Set up the status panel. TextMeshProUGUI popupText = statusPanel.transform.GetChild(0).gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>(); popupText.text = "One development card costs 1x" + ColourUtility.GetResourceText(Inventory.UnitCode.GRAIN) + ", 1x" + ColourUtility.GetResourceText(Inventory.UnitCode.ORE) + ", and 1x" + ColourUtility.GetResourceText(Inventory.UnitCode.WOOL) + ".\n"; if (!deck.IsEmpty()) { if (inventory.CanBuyDevelopmentCard()) { popupText.text += "<color=green>You have enough resources to buy a development card.</color>"; confirmButton.interactable = true; } else { popupText.text += "<color=red>You do not have enough resources to buy a development card.</color>"; confirmButton.interactable = false; } } else { popupText.text += "<color=red>The development card deck is empty.</color>"; confirmButton.interactable = false; } // Open panel. statusPanel.SetActive(true); }
private void SetHarbourText() { string harbourText = ""; switch (harbourBonus) { case HarbourBonus.THREE_TO_ONE: harbourText = "3:1"; break; case HarbourBonus.TWO_TO_ONE_BRICK: harbourText = "2:1\n" + ColourUtility.GetResourceText(Inventory.UnitCode.BRICK); break; case HarbourBonus.TWO_TO_ONE_GRAIN: harbourText = "2:1\n" + ColourUtility.GetResourceText(Inventory.UnitCode.GRAIN); break; case HarbourBonus.TWO_TO_ONE_LUMBER: harbourText = "2:1\n" + ColourUtility.GetResourceText(Inventory.UnitCode.LUMBER); break; case HarbourBonus.TWO_TO_ONE_ORE: harbourText = "2:1\n" + ColourUtility.GetResourceText(Inventory.UnitCode.ORE); break; case HarbourBonus.TWO_TO_ONE_WOOL: harbourText = "2:1\n" + ColourUtility.GetResourceText(Inventory.UnitCode.WOOL); break; } gameObject.transform.GetChild(HARBOUR_TEXT_CHILD_ID).gameObject.SetActive(true); gameObject.transform.GetChild(HARBOUR_TEXT_CHILD_ID).GetComponent <TextMeshPro>().text = harbourText; }
private string GetMessage(EventCode code, int actorNumber, params object[] additionalParams) { switch (code) { case EventCode.FIRST_TURN_PHASE_ONE: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " is placing their first settlement."); case EventCode.FIRST_TURN_PHASE_TWO: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " is placing their first road."); case EventCode.SECOND_TURN_PHASE_ONE: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " is placing their second settlement."); case EventCode.SECOND_TURN_PHASE_TWO: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " is placing their second road."); case EventCode.ROAD_CONSTRUCTED: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has constructed a road."); case EventCode.SETTLEMENT_CONSTRUCTED: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has constructed a settlement."); case EventCode.CITY_CONSTRUCTED: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has upgraded a settlement into a city."); case EventCode.PRE_DICE_ROLL: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " is rolling the dice."); case EventCode.DICE_ROLLED: int diceValue = (int)additionalParams[0]; string diceValueString = ""; if (diceValue == 7) { diceValueString = "<color=black>"; } else if (diceValue == 6 || diceValue == 8) { diceValueString = "<color=red>"; } diceValueString += diceValue; if (diceValue >= 6 && diceValue <= 8) { diceValueString += "</color>"; } return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has rolled a " + diceValueString + "."); case EventCode.PLAYER_IDLE: return("Waiting for an action from " + ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + "."); case EventCode.RESOURCE_EARNED: int resourceType = (int)additionalParams[0]; int amount = (int)additionalParams[1]; Debug.Log("resourceType = " + resourceType + ", amount = " + amount); return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has earned " + amount + "x" + ColourUtility.GetResourceText((Inventory.UnitCode)resourceType) + "."); case EventCode.NO_RESOURCE_EARNED: return("No player has earned any resources from this roll."); case EventCode.TRADE_SUPPLY_INITIATED: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " is trading with the supply."); case EventCode.TRADE_PLAYERS_INITIATED: int secondPlayerId = (int)additionalParams[0]; return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " is trading with " + ColourUtility.GetPlayerDisplayNameFromId(secondPlayerId) + "."); case EventCode.TRADE_CANCELLED: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has cancelled the trade."); case EventCode.TRADE_SUPPLY_COMPLETED: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has finished trading with the supply."); case EventCode.TRADE_PLAYERS_COMPLETED: secondPlayerId = (int)additionalParams[0]; return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has finished trading with " + ColourUtility.GetPlayerDisplayNameFromId(secondPlayerId) + "."); case EventCode.SHOULD_DISCARD: string resultText = "Waiting for "; if (actorNumber == -1) { // Initial set. discardList = ((int[])additionalParams[0]).OfType <int>().ToList(); bool first = true; for (int i = 0; i < discardList.Count; i++) { if (first) { first = false; } else { resultText += ", "; } //discardlist[i] is null for some reason resultText += ColourUtility.GetPlayerDisplayNameFromId(discardList[i]); } resultText += " to discard half of their resource cards."; } else { // Update. Remove the player from the discard list and then repeat. if (discardList.IndexOf(actorNumber) != -1) { discardList.Remove(actorNumber); } bool first = true; for (int i = 0; i < discardList.Count; i++) { if (first) { first = false; } else { resultText += ", "; } resultText += ColourUtility.GetPlayerDisplayNameFromId(discardList[i]); } resultText += " to discard half of their resource cards."; } Debug.Log(resultText); return(resultText); case EventCode.BANDIT_MOVE: return("Waiting for " + ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " to move the bandit to another hex."); case EventCode.SELECTING_STEAL_VICTIM: return("Waiting for " + ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " to select a player to steal from."); case EventCode.STEAL_NO_ADJACENT_PLAYER: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " had nobody to steal from."); case EventCode.NO_RESOURCE_STOLEN: Player stealPlayer = PhotonNetwork.CurrentRoom.GetPlayer((int)additionalParams[0]); return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " had no cards to steal from " + ColourUtility.GetPlayerDisplayName(stealPlayer) + "."); case EventCode.RESOURCE_STOLEN: stealPlayer = PhotonNetwork.CurrentRoom.GetPlayer((int)additionalParams[0]); string resourceText = (string)additionalParams[1]; return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has stolen 1x" + resourceText + " from " + ColourUtility.GetPlayerDisplayName(stealPlayer) + "."); case EventCode.DEVELOPMENT_CARD_PURCHASED: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has purchased a development card from the supply."); case EventCode.DEVELOPMENT_CARD_PLAYED: Inventory.UnitCode cardCode = (Inventory.UnitCode)additionalParams[0]; return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has played a " + ColourUtility.GetDevelopmentText(cardCode) + " card!"); case EventCode.YEAR_OF_PLENTY_INITIATED: return("Waiting for " + ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " to take 2 free Resource cards."); case EventCode.YEAR_OF_PLENTY_COMPLETED: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has taken two resource cards."); case EventCode.MONOPOLY_COMPLETE: resourceText = (string)additionalParams[0]; return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has stolen all " + resourceText + " cards from the other players!"); case EventCode.LARGEST_ARMY_TAKE_FIRST_TIME: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has received the <color=black>Largest Army</color> card!"); case EventCode.LARGEST_ARMY_STEAL: stealPlayer = PhotonNetwork.CurrentRoom.GetPlayer((int)additionalParams[0]); return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has stolen the <color=black>Largest Army</color> card from " + ColourUtility.GetPlayerDisplayName(stealPlayer) + "!"); case EventCode.LONGEST_ROAD_TAKE_FIRST_TIME: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has received the <color=black>Longest Road</color> card!"); case EventCode.LONGEST_ROAD_STEAL: stealPlayer = PhotonNetwork.CurrentRoom.GetPlayer((int)additionalParams[0]); return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has stolen the <color=black>Longest Road</color> card from " + ColourUtility.GetPlayerDisplayName(stealPlayer) + "!"); case EventCode.LONGEST_ROAD_RETURNED: return("The <color=black>Longest Road</color> card no longer belongs to any player!"); case EventCode.GAME_OVER: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has won the game! Press ESC to return to the main menu."); case EventCode.END_TURN: return(ColourUtility.GetPlayerDisplayNameFromId(actorNumber) + " has ended their turn."); } return("<invalid_text_code>"); }
public void ReceiveStolenCard(int senderId, int receivedResourceId) { // If the resource id is -1, the selected player had no card to give. if (receivedResourceId == -1) { GameObject.Find("EventTextController").GetComponent <EventTextController>().SendEvent(EventTextController.EventCode.NO_RESOURCE_STOLEN, PhotonNetwork.LocalPlayer, senderId); } else { UnitCode receivedResource = (UnitCode)receivedResourceId; this.GiveToPlayer(receivedResource, 1); GameObject.Find("EventTextController").GetComponent <EventTextController>().SendEvent(EventTextController.EventCode.RESOURCE_STOLEN, PhotonNetwork.LocalPlayer, senderId, ColourUtility.GetResourceText(receivedResource)); } }
public void MonopolyReplyReceived(int amount) { // Give the received resources to the player. inventory.GiveToPlayer(this.monopolyResource, amount); monopolyReplies++; if (monopolyReplies == 3) { // All players have replied. The Monopoly card effect is complete. // switch to idle phase GameObject.Find("EventTextController").GetComponent <EventTextController>().SendEvent(EventTextController.EventCode.MONOPOLY_COMPLETE, PhotonNetwork.LocalPlayer, ColourUtility.GetResourceText(monopolyResource)); GameObject.Find("EventTextController").GetComponent <EventTextController>().SendEvent(EventTextController.EventCode.PLAYER_IDLE, PhotonNetwork.LocalPlayer); } }