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findthesource/Assets/Scripts/Dice.cs

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using System.Collections;
using UnityEngine;
public class Dice : MonoBehaviour {
public Sprite[] diceSides = new Sprite[6];
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public SpriteRenderer hely1;
public SpriteRenderer hely2;
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//public SpriteRenderer akcioponthely;
private Upgrade upgrade;
private Akciopont ap;
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private Energia energiasav;
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private int[] diceResult = { 0, 0 };
public int valasztottErtek; //a jatekos altal valasztott dobott ertek helye
private bool locked = false; //ne lehessen ujra kivalasztani a masikat ha mar tortent egy valasztas
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//getters setters
public int[] getDices() { return diceResult; }
public int getValasztottErtek() { return valasztottErtek; }
public void setValasztottErtek(int ujErtek) { valasztottErtek = ujErtek; }
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public bool getLocked() { return locked; }
public void setLocked(bool locked) { this.locked = locked; }
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private void Start() {
upgrade = FindObjectOfType<Upgrade>();
ap = FindObjectOfType<Akciopont>();
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energiasav = FindObjectOfType<Energia>();
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}
public void ertekValasztas(GameObject gomb) {
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if (diceResult[0] != 0 && diceResult[1] != 0 && !locked) { //megnezzuk hogy lett e mar dobva es nem valasztott meg a jatekos
if (gomb.name == "dice1btn") {
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valasztottErtek = diceResult[0];
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if (diceResult[0] < diceResult[1]) {
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upgrade.canUpgrade = true; //kisebb szam valasztasa eseten fejlesztes egyszer
} else {
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energiasav.csokkenEnergia(1); //nagyobb szam valasztasa eseten -1 energia
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}
//a valasztott szam atirasa az akcio mezobe
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/*akcioponthely.sprite = diceSides[valasztottErtek-1];
akcioponthely.size = new Vector2(38, 38);*/
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locked = true;
} else if (gomb.name == "dice2btn") {
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valasztottErtek = diceResult[1];
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if (diceResult[1] < diceResult[0]) {
upgrade.canUpgrade = true;
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} else {
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energiasav.csokkenEnergia(1);
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}
//a valasztott szam atirasa az akcio mezobe
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/*akcioponthely.sprite = diceSides[valasztottErtek-1];
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akcioponthely.size = new Vector2(38, 38);
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*/
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locked = true;
}
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ap.UpdateAkciopont(getValasztottErtek() + upgrade.akcio[upgrade.getAkcioIndex()]);
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}
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Debug.Log("valasztott ertek: " + valasztottErtek + " locked status: " + locked);
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}
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public int RollDice() {
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int randomDiceSide = Random.Range(0, 5);
int finalSide = randomDiceSide + 1;
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Debug.Log(finalSide);
return finalSide;
}
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public void renderDice() {
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do {
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diceResult[0] = RollDice();
diceResult[1] = RollDice();
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} while (diceResult[0] == diceResult[1]);
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hely1.sprite = diceSides[diceResult[0]-1];
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hely1.size = new Vector2(38, 38);
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hely2.sprite = diceSides[diceResult[1]-1];
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hely2.size = new Vector2(38, 38);
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}
}