167 lines
5.3 KiB
C#
167 lines
5.3 KiB
C#
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using System.Security.AccessControl;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using UnityEngine.UI;
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public class ClassManager : MonoBehaviour
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{
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[Header("Stats Displays")]
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[SerializeField] private TextMeshProUGUI ClassNameText;
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[SerializeField] private TextMeshProUGUI StrengthText;
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[SerializeField] private TextMeshProUGUI AgilityText;
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[SerializeField] private TextMeshProUGUI ConstitutionText;
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[SerializeField] private TextMeshProUGUI SpeedText;
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[SerializeField] private TextMeshProUGUI EnduranceText;
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[SerializeField] private TextMeshProUGUI DexterityText;
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[SerializeField] private TextMeshProUGUI CharismaText;
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[SerializeField] private TextMeshProUGUI IntelligenceText;
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[SerializeField] private TextMeshProUGUI WillpowerText;
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[SerializeField] private int Tracker = 0;
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[SerializeField] private GameObject RemainingBox;
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[SerializeField] private TextMeshProUGUI RemainingPoints;
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[SerializeField] private List<Button> Adjuster;
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// Start is called before the first frame update
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void Start() {
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ClassNameText.text = SetClassName(Tracker);
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void ClassLeftButton() {
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if (Tracker == 0) {
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Tracker = 12;
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} else {
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Tracker -= 1;
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}
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ClassNameText.text = SetClassName(Tracker);
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}
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public void ClassRightButton() {
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if (Tracker == 12) {
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Tracker = 0;
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} else {
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Tracker += 1;
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}
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ClassNameText.text = SetClassName(Tracker);
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}
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public string SetClassName(int i) {// all start off with 50 points. all 5's is 45
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ResetStats();
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if (i != 8) {
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ShowAll(false);
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RemainingBox.SetActive(false);
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} else {
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ShowAll(true);
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RemainingBox.SetActive(true);
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RemainingPoints.text = "5";
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}
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if (i == 0) {
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AgilityText.text = "6";
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SpeedText.text = "7";
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EnduranceText.text = "7";
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return "Aries";
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} else if (i == 1) {
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StrengthText.text = "7";
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EnduranceText.text = "6";
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WillpowerText.text = "7";
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return "Taurus";
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} else if (i == 2) {
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ConstitutionText.text = "6";
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CharismaText.text = "7";
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IntelligenceText.text = "7";
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return "Gemini";
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} else if (i == 3) {
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EnduranceText.text = "6";
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CharismaText.text = "6";
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IntelligenceText.text = "6";
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WillpowerText.text = "7";
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return "Cancer";
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} else if (i == 4) {
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StrengthText.text = "7";
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AgilityText.text = "4";
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SpeedText.text = "4";
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CharismaText.text = "7";
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IntelligenceText.text = "7";
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WillpowerText.text = "6";
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return "Leo";
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} else if (i == 5) {
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StrengthText.text = "4";
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AgilityText.text = "4";
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ConstitutionText.text = "7";
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CharismaText.text = "4";
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IntelligenceText.text = "8";
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WillpowerText.text = "8";
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return "Virgo";
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} else if (i == 6) {
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ConstitutionText.text = "8";
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IntelligenceText.text = "7";
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return "Libra";
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} else if (i == 7) {
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StrengthText.text = "7";
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ConstitutionText.text = "4";
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IntelligenceText.text = "7";
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WillpowerText.text = "7";
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return "Scorpio";
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} else if (i == 8) {// need to make the options appear here
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return "Sol";
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} else if (i == 9) {
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StrengthText.text = "7";
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AgilityText.text = "7";
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ConstitutionText.text = "4";
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SpeedText.text = "7";
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CharismaText.text = "7";
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IntelligenceText.text = "4";
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WillpowerText.text = "4";
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return "Sagittarius";
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} else if (i == 10) {
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StrengthText.text = "7";
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AgilityText.text = "7";
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ConstitutionText.text = "7";
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SpeedText.text = "4";
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EnduranceText.text = "6";
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DexterityText.text = "6";
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CharismaText.text = "4";
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IntelligenceText.text = "4";
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return "Capricorn";
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} else if (i == 11) {
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StrengthText.text = "7";
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ConstitutionText.text = "3";
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SpeedText.text = "7";
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EnduranceText.text = "7";
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DexterityText.text = "7";
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CharismaText.text = "3";
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WillpowerText.text = "6";
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return "Aquarius";
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} else {
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EnduranceText.text = "7";
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CharismaText.text = "8";
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return "Pisces";
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}
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}
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private void ShowAll(bool TF) {
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for (int i = 0; i < Adjuster.Count; i++) {
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Adjuster[i].gameObject.SetActive(TF);
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}
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}
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private void ResetStats() {
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StrengthText.text = "5";
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AgilityText.text = "5";
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ConstitutionText.text = "5";
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SpeedText.text = "5";
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EnduranceText.text = "5";
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DexterityText.text = "5";
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CharismaText.text = "5";
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IntelligenceText.text = "5";
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WillpowerText.text = "5";
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}
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}
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