List <GameObject> GetTowersAtPosition(Vector3 positionWorld)
    {
        List <GameObject> hits = new List <GameObject>();

        GameObject[] towers = GameObject.FindGameObjectsWithTag("Tower");

        foreach (GameObject tower in towers)
        {
            BoxCollider2D collider = tower.GetComponent <BoxCollider2D>();
            if (collider.OverlapPoint(positionWorld))
            {
                TowerCanBeLiftedBehavior canBeLiftedBehavior = tower.GetComponent <TowerCanBeLiftedBehavior>();
                if (canBeLiftedBehavior != null && canBeLiftedBehavior.enabled)
                {
                    GameObject tempTower = tower;
                    while (tempTower.transform.parent != null)
                    {
                        tempTower = tempTower.transform.parent.gameObject;
                    }
                    hits.Add(tempTower);
                }
            }
        }

        return(hits);
    }
Beispiel #2
0
 public TowerBehavior()
 {
     OnPlaced += (towerRoot) =>
     {
         TowerCanBeLiftedBehavior canBeLiftedBehavior = towerRoot.GetComponentInChildren <TowerCanBeLiftedBehavior>();
         canBeLiftedBehavior.enabled  = false;
         shootObjectDetection.enabled = true;
         towerShopUiParent.SetActive(false);
     };
 }