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MagicCarpetLocation.cs
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MagicCarpetLocation.cs
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using UnityEngine;
using System.Collections;
public class MagicCarpetLocation : DropLocation
{
GameObject goodToTradeForCarpet;
// Use this for initialization
void Start ()
{
allowMultipleOccupants = false;
goodToTradeForCarpet = null;
}
protected override bool CanOccupy (GameObject potentialOccupant)
{
if (isMeeple (potentialOccupant)) {
bool playerHasGoods = potentialOccupant.GetComponent<Meeple> ().player.GetComponent<PlayerInventory> ().hasGoods ();
return (base.CanOccupy (potentialOccupant) && playerHasGoods);
} else
return (!goodToTradeForCarpet && potentialOccupant.GetComponent<GoodToken> ());
}
public override void SetOccupant (GameObject o)
{
if (o) {
if (isMeeple (o)) {
base.SetOccupant (o);
Debug.Log ("meeple");
} else {
goodToTradeForCarpet = o;
Debug.Log ("good ");
}
if (occupant && goodToTradeForCarpet) {
givePlayerMagicCarpetPowerForGood (occupant);
GameObject.Find ("GameController").GetComponent<GameController> ().getNextPlayer ();
}
}
}
void givePlayerMagicCarpetPowerForGood (GameObject occupantPlayer)
{
MagicCarpet.playerWithMagicCarpet = occupantPlayer.GetComponent<Meeple> ().player;
DesertGenerator.GoodItem goodGiven = goodToTradeForCarpet.GetComponent<GoodToken> ().good;
occupant.GetComponent<Meeple> ().player.GetComponent<PlayerInventory> ().removeGoods (goodGiven, 1);
Object.Destroy (goodToTradeForCarpet);
}
bool isMeeple (GameObject potentialOccupant)
{
return potentialOccupant.GetComponent<Meeple> ();
}
bool playerHasAnyGoods (GameObject meeple)
{
return meeple.GetComponent<Meeple> ().player.GetComponent<PlayerInventory> ().hasGoods ();
}
}