public IEnumerator CheckMonopoly(Player player, Property property) { int ownCount = 0; int propCount = property.propertyGroup.Length; Debug.Log("You own this property."); // CHECK TO SEE IF MONOPOLY foreach (Property p in property.propertyGroup) { if (p.isOwned) { if (player.PlayerID == p.playerID) { ownCount++; } } } if (ownCount == propCount) { Debug.Log("You have a monopoly."); propMonop.gameObject.SetActive(true); PropertyOwnMonopoly propMonopComp = GetComponent <PropertyOwnMonopoly>(); timeLeft -= Time.deltaTime; while (noButtonPress == false) { if (timeLeft < 0) { buttonPress = true; } yield return(null); } if (property.houseCount == 4 || noButtonPress == true) { propMonop.gameObject.SetActive(false); if (doubleRoll == true) { StartCoroutine(RollAgain()); } else { IsDoneInteraction = true; } } } else { if (doubleRoll == true) { StartCoroutine(RollAgain()); } else { IsDoneInteraction = true; } } noButtonPress = false; }
// Start is called before the first frame update void Start() { // Get an instance of the propUI object and set it to false ( we ain't using it yet ). propUI = GameObject.FindObjectOfType <PropertyUI>(); propUI.gameObject.SetActive(false); // Get an instance of the buyRail object and set it to false ( we ain't using it yet ). buyRail = GameObject.FindObjectOfType <BuyRailRoadUI>(); buyRail.gameObject.SetActive(false); // Get an instance of the railOwnedUI object and set it to false. railOwned = GameObject.FindObjectOfType <RailOwnedUI>(); railOwned.gameObject.SetActive(false); // Get an instance of the ChanceCardUI object and set it to false. chanceCardUI = GameObject.FindObjectOfType <ChanceCardUI>(); chanceCardUI.gameObject.SetActive(false); // Get an instance of the CommunityChestUI object and set it to false. commUI = GameObject.FindObjectOfType <CommunityChestUI>(); commUI.gameObject.SetActive(false); // Get instance of property monopoly UI. propMonop = GameObject.FindObjectOfType <PropertyOwnMonopoly>(); propMonop.gameObject.SetActive(false); // Get instance of property owned UI. propOwnedUi = GameObject.FindObjectOfType <PropertyOwnedUI>(); propOwnedUi.gameObject.SetActive(false); // Get instance of pass go UI. passGoUi = GameObject.FindObjectOfType <PassGoUI>(); passGoUi.gameObject.SetActive(false); // Get instance of TaxUI. taxUI = GameObject.FindObjectOfType <TaxUI>(); taxUI.gameObject.SetActive(false); // Get instance of UtilUI. utilUI = GameObject.FindObjectOfType <UtilityUI>(); utilUI.gameObject.SetActive(false); // Get instance of jailLandedUI. jailLanded = GameObject.FindObjectOfType <JailLandedUI>(); jailLanded.gameObject.SetActive(false); // Get instance of GoToJailUI. goToJailUI = GameObject.FindObjectOfType <GoToJailUI>(); goToJailUI.gameObject.SetActive(false); // Get instance of InJailUI inJailUI = GameObject.FindObjectOfType <InJailUI>(); inJailUI.gameObject.SetActive(false); // Get instance of InJailUI doubleRollUI = GameObject.FindObjectOfType <DoubleRollUI>(); doubleRollUI.gameObject.SetActive(false); menu = GameObject.FindObjectOfType <PauseMenu>(); menu.gameObject.SetActive(false); // Get an instance of the ownership class. owner = GameObject.FindObjectOfType <Ownership>(); // Check the players money. CheckPlayerMoney(); Debug.Log("Current player is: " + (CurrentPlayerID + 1)); }