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public Potion currentPotion; - public List requestedPotions = new(); - public List completedPotions = new(); - public List failedPotions = new(); //bad to have 3 lists but whatever. - public int currentPotionIndex; - - public class Potion + #region Statication + + public static MarisaPotionMaker instance; + + private void Awake() { - public string[] chemicals; + if (instance != null && instance != this) + { + Destroy(gameObject); + return; + } + instance = this; } - public void AddChemical(string chemical) + #endregion + + public MicrogamePotion currentPotion; + public List requestedPotions = new(); + public List completedPotions = new(); + public List failedPotions = new(); //bad to have 3 lists but whatever. + public int currentPotionIndex; + [SerializeField] private TextMeshProUGUI potionRecipeTitle; + [SerializeField] private TextMeshProUGUI potionRecipeText; + + public void StartPotion(MicrogamePotion potionRequested) { - if (currentPotion.chemicals[currentPotionIndex+1] == chemical ) + + } + + private void Start() + { + UpdateUI(); + } + + public void UpdateUI() + { + //supposed to check off every chemical once added but i'll input that later + //for now i have to initialize the ui + potionRecipeTitle.text = currentPotion.potionName; + string recipe = ""; + for (int i = 0; i < currentPotion.chemicals.Length; i++) + { + recipe += $"{i+1}. {currentPotion.chemicals[i].chemicalName}\n"; + } + potionRecipeText.text = recipe; + } + public void AddChemical(Chemical chemical) + { + if (currentPotion.chemicals[currentPotionIndex].chemicalName == chemical.chemicalName ) //string comparisons are bad but i don't give a fuck { currentPotionIndex++; - if (currentPotion.chemicals.Length > currentPotionIndex) + if (currentPotion.chemicals.Length <= currentPotionIndex) { CompletePotion(currentPotion, true); + currentPotionIndex = 0; } } else @@ -31,7 +68,7 @@ public class MarisaPotionMaker : MicroGameHandler } } - public void CompletePotion(Potion potion, bool success) + public void CompletePotion(MicrogamePotion potion, bool success) { requestedPotions.Remove(potion); //doesn't work if there's multiple of the same potion.... if (success) diff --git a/Assets/Scripts/Microgame/MicrogamePotion.cs b/Assets/Scripts/Microgame/MicrogamePotion.cs new file mode 100644 index 0000000..52e74f1 --- /dev/null +++ b/Assets/Scripts/Microgame/MicrogamePotion.cs @@ -0,0 +1,8 @@ +using UnityEngine; + +[CreateAssetMenu(menuName = "Microgame/Potion", fileName = "New Microgame Potion")] +public class MicrogamePotion : ScriptableObject +{ + public string potionName; + public Chemical[] chemicals; +} diff --git a/Assets/Scripts/Microgame/MicrogamePotion.cs.meta b/Assets/Scripts/Microgame/MicrogamePotion.cs.meta new file mode 100644 index 0000000..72175de --- /dev/null +++ b/Assets/Scripts/Microgame/MicrogamePotion.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cc348db306838012d85c209629029c21 \ No newline at end of file diff --git a/Assets/Scripts/Microgame/TestPotion.asset b/Assets/Scripts/Microgame/TestPotion.asset new file mode 100644 index 0000000..3c04afc --- /dev/null +++ b/Assets/Scripts/Microgame/TestPotion.asset @@ -0,0 +1,19 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: cc348db306838012d85c209629029c21, type: 3} + m_Name: TestPotion + m_EditorClassIdentifier: Assembly-CSharp::MicrogamePotion + potionName: yeah + chemicals: + - 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