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using System.Collections;
using System.Collections.Generic;
using System;
using System.IO;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
public class NewBattleScript : MonoBehaviour {
// Use this for initialization
void Start () {
getInsults();
}
// Update is called once per frame
void Update () {
mainLoop();
}
public List<string> insults;
public List<int> insultPowers;
bool gamePause = false;
/// <summary>
/// Gets the insults.
/// </summary>
/// HOLY FUCK YES IT WORKS 6/1/2017
void getInsults()
{
//For public sake
var lines = File.ReadAllLines("Assets/Insults/cleanInsults.txt");
//Defaults to clean
if (PlayerPrefs.GetString("SwearingAllowed") == "true")
{
//Can swear
lines = File.ReadAllLines("Assets/Insults/vulgarInsults.txt");
}
else
{
//Can't swear
lines = File.ReadAllLines("Assets/Insults/cleanInsults.txt");
}
foreach (var line in lines)
{
int index = Array.IndexOf(lines, line);
//print("Index");
//print(index);
//print(line);
if (index % 2 == 0)
{
//Is even: Add it to insults
insults.Add(line);
//print("Insult");
//print(line);
}
else
{
//Is odd: Remove, add to insultPowers
insultPowers.Add(Int32.Parse(line));
//print("Power");
//print(line);
}
}
//print("Done");
print(insults);
print(insultPowers);
}
//The button texts
public Text playerButtonOneText;
public Text playerButtonTwoText;
public Text playerButtonThreeText;
public Text botInsultText;
//The player powers
int insultOnePlayerPower;
int insultTwoPlayerPower;
int insultThreePlayerPower;
int botInsultPower;
int totalPlayerPower;
System.Random rnd = new System.Random();
List<int> usedNumbers = new List<int>();
void pickInsults()
{
//Run this whilst the game isn't paused
if (!gamePause)
{
print (usedNumbers);
//Start
int insultIndex;
//First number
insultIndex = rnd.Next(0, insults.Count);
print(insultPowers[insultIndex]);
print(insults[insultIndex]);
usedNumbers.Add(insultIndex);
playerButtonOneText.text = insults[insultIndex];
insultOnePlayerPower = insultPowers[insultIndex];
while (true)
{
insultIndex = rnd.Next(0, insults.Count);
//Checks the number hasn't been used
if (usedNumbers.Contains (insultIndex)) {
continue;
}
else
{
print(insultPowers[insultIndex]);
print(insults[insultIndex]);
usedNumbers.Add(insultIndex);
playerButtonTwoText.text = insults[insultIndex];
insultTwoPlayerPower = insultPowers[insultIndex];
break;
}
}
while (true)
{
insultIndex = rnd.Next(0, insults.Count);
//Checks the number hasn't been used
if (usedNumbers.Contains (insultIndex)) {
continue;
}
else
{
print(insultPowers[insultIndex]);
print(insults[insultIndex]);
usedNumbers.Add(insultIndex);
playerButtonThreeText.text = insults[insultIndex];
insultThreePlayerPower = insultPowers[insultIndex];
break;
}
}
//Make the bot insult power and that
while (true)
{
insultIndex = rnd.Next(0, insults.Count);
//Checks the number hasn't been used
if (usedNumbers.Contains (insultIndex)) {
continue;
}
else
{
print(insultPowers[insultIndex]);
print(insults[insultIndex]);
usedNumbers.Add(insultIndex);
botInsultText.text = insults[insultIndex];
botInsultPower = insultPowers [insultIndex] * rnd.Next (0, 4);
break;
}
}
//Resets the used numbers list
usedNumbers = new List<int>();
}
//After loading the insults, the game pauses so we can get an answer
gamePause = true;
}
void mainLoop()
{
if (gamePause == false)
{
//npcInsult();
pickInsults();
}
//optionSelect = true;
//if (totalPlayerPower > npcInsultPower && optionSelect == false)
//{
// wins += 1;
//}
//else if (totalPlayerPower < npcInsultPower && optionSelect == false)
//{
// losses += 1;
//}
}
/// <summary>
/// What happens when button 1 is pressed
/// </summary>
public void button1Pressed()
{
totalPlayerPower = insultOnePlayerPower * rnd.Next (1, 4);
gamePause = false;
}
/// <summary>
/// What happens when button 2 is pressed
/// </summary>
public void button2Pressed()
{
totalPlayerPower = insultTwoPlayerPower * rnd.Next (1, 4);
gamePause = false;
}
/// <summary>
/// What happens when button 3 is pressed
/// </summary>
public void button3Pressed()
{
totalPlayerPower = insultThreePlayerPower * rnd.Next (1, 4);
gamePause = false;
}
}
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