public void UpdateDropdown() { dropdown.interactable = true; dropdown.gameObject.SetActive(true); dropdown.ClearOptions(); towerProjectile = GetComponent <TurretMenu>().turretSelected.GetComponent <TowerProjectile>(); if (towerProjectile && towerProjectile.targetStyles != null) { dropdown.AddOptions(towerProjectile.targetStyles); dropdown.value = towerProjectile.targetStyles.IndexOf(towerProjectile.targetSelected); } else { towerLaser = GetComponent <TurretMenu>().turretSelected.GetComponent <TowerLaser>(); if (towerLaser && towerLaser.targetStyles != null) { dropdown.AddOptions(towerLaser.targetStyles); dropdown.value = towerLaser.targetStyles.IndexOf(towerLaser.targetSelected); } else { dropdown.interactable = false; dropdown.gameObject.SetActive(false); } } dropdown.RefreshShownValue(); }
public void UpdateDropdown() { dropdown.interactable = true; dropdown.ClearOptions(); towerProjectile = GetComponent <TurretMenu>().turretSelected.GetComponent <TowerProjectile>(); if (towerProjectile) { dropdown.AddOptions(towerProjectile.targetStyles); Debug.Log("projectlie"); dropdown.value = towerProjectile.targetStyles.IndexOf(towerProjectile.targetSelected); } else { towerLaser = GetComponent <TurretMenu>().turretSelected.GetComponent <TowerLaser>(); if (towerLaser) { dropdown.AddOptions(towerLaser.targetStyles); Debug.Log("lasers"); dropdown.value = towerLaser.targetStyles.IndexOf(towerLaser.targetSelected); } else { dropdown.interactable = false; } } dropdown.RefreshShownValue(); }
public override void Awake() { base.Awake(); if (m_Laser == null) { m_Laser = Instantiate(attackProjectile); } m_LaserData = m_Laser.GetComponent <TowerLaser>(); m_Laser.transform.position = new Vector3(-50, -50, 0); m_LaserData.ShootPos = laserOrgin; GetRMS.s_LeadCue += Attack; GetRMS.s_OnLeadLost += Idle; m_Animation = GetComponent <SkeletonAnimation>(); StartCoroutine(SpawnEffect()); }