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King Lobby is mostly finished
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@@ -5,10 +5,112 @@ using UnityEngine.UI;
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public class KingTooltips : MonoBehaviour
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{
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GameObject curWeatherImageObj;
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public Image rain;
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public Image snow;
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public Image wind;
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public Image fog;
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Image curImage;
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////Weather Wheel Variables
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public GameObject curWeatherSpriteObj;
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public Text curWeatherText;
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public Image curWeatherImage;
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float curSpriteRotation;
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string rainExplanation = "Increases the players acceleration & decreases the players traction.";
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string snowExplanation = "Increases the players traction & decreases the players acceleration.";
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string windExplanation = "Pushes the player in a random direction altering their movement.";
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string fogExplanation = "Obscures the players vision.";
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string defaultWeatherExplanation;
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public Sprite rain;
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public Sprite snow;
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public Sprite wind;
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public Sprite fog;
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////
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////Placeables Variables
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public GameObject curPlaceablesSpriteObj;
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public Text curPlaceablesText;
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public Image curPlaceablesImage;
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string blockExplanation = "Place a block on the grid to obstruct a players movement.";
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string thunderExplanation = "Places Thunder Above both players forcing them to the ground if they stay aerial for too long.";
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string slimeExplanation = "Click and hold the mouse to place and then choose the direction the slowing slime goes.";
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string hailExplanation = "Click and hold the mouse to adjust the hail size dropping papers";
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string defaultPlaceablesExplanation;
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public Sprite block;
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public Sprite thunder;
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public Sprite slime;
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public Sprite hail;
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void Start(){
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defaultWeatherExplanation = curWeatherText.text;
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defaultPlaceablesExplanation = curPlaceablesText.text;
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curWeatherSpriteObj.SetActive(false);
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curPlaceablesSpriteObj.SetActive(false);
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}
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////Weather Wheel Functions
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public void OnEnterRain(){
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curWeatherSpriteObj.SetActive(true);
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curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, 135);
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curWeatherImage.sprite = rain;
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curWeatherText.text = rainExplanation;
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}
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public void OnEnterSnow(){
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curWeatherSpriteObj.SetActive(true);
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curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, -135);
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curWeatherImage.sprite = snow;
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curWeatherText.text = snowExplanation;
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}
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public void OnEnterWind(){
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curWeatherSpriteObj.SetActive(true);
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curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, -45);
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curWeatherImage.sprite = wind;
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curWeatherText.text = windExplanation;
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}
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public void OnEnterFog(){
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curWeatherSpriteObj.SetActive(true);
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curWeatherSpriteObj.transform.localEulerAngles = new Vector3(0, 0, 45);
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curWeatherImage.sprite = fog;
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curWeatherText.text = fogExplanation;
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}
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public void OnExitWeather(){
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curWeatherSpriteObj.SetActive(false);
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curWeatherText.text = defaultWeatherExplanation;
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}
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////
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////Placeables Functions
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public void OnEnterBlock(){
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curPlaceablesSpriteObj.SetActive(true);
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curPlaceablesImage.sprite = block;
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curPlaceablesText.text = blockExplanation;
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}
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public void OnEnterThunder(){
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curPlaceablesSpriteObj.SetActive(true);
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curPlaceablesImage.sprite = thunder;
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curPlaceablesText.text = thunderExplanation;
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}
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public void OnEnterSlime(){
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curPlaceablesSpriteObj.SetActive(true);
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curPlaceablesImage.sprite = slime;
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curPlaceablesText.text = slimeExplanation;
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}
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public void OnEnterHail(){
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curPlaceablesSpriteObj.SetActive(true);
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curPlaceablesImage.sprite = hail;
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curPlaceablesText.text = hailExplanation;
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}
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public void OnExitPlaceables(){
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curPlaceablesSpriteObj.SetActive(false);
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curPlaceablesText.text = defaultPlaceablesExplanation;
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}
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////
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}
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