void BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStats.Money < blueprint.cost[UpgradeID])
        {
            Debug.Log("Insuficient Funds");
            return;
        }
        PlayerStats.Money -= blueprint.cost[0];
        GameObject _turret = (GameObject)Instantiate(blueprint.prefab[0], GetBuildPos(), Quaternion.identity);

        turret = _turret;

        turretBlueprint = blueprint;
        GameObject BuildFx = Instantiate(buildManager.BuildFX, GetBuildPos(), Quaternion.identity);

        Destroy(BuildFx, 5f);
        Debug.Log("Turret Built. Money left: " + PlayerStats.Money);
    }
Beispiel #2
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    void buildTurret(TurretBlueprint bluePrint)
    {
        if (PlayerStats.money < bluePrint.cost)
        {
            Debug.Log("not enough money");
            return;
        }

        AudioManager.instance.playSound(buildSfx);
        PlayerStats.money -= bluePrint.cost;
        GameObject turretAlt = (GameObject)Instantiate(bluePrint.prefab, getBuildPosition(), Quaternion.identity);

        turret          = turretAlt;
        turretBlueprint = bluePrint;
        GameObject effect = (GameObject)Instantiate(buildManager.buildEffect, getBuildPosition(), Quaternion.identity);

        Destroy(effect, 5f);
    }
    void BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStats.Money < blueprint.cost)
        {
            Debug.Log("Not enough money!");
            return;
        }
        PlayerStats.Money -= blueprint.cost;

        GameObject _turret = Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity);

        turret          = _turret;
        turretBlueprint = blueprint;
        GameObject effect = (GameObject)Instantiate(buildManager.buildEffect, GetBuildPosition(), Quaternion.identity);

        Destroy(effect, 5f);
        Debug.Log("Turret Build!");
    }
Beispiel #4
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    void BuildTurret(TurretBlueprint blueprint)
    {
        if (PLayerStats.Money < blueprint.cost)
        {
            Debug.Log("Not Enough Money");
            return;
        }

        PLayerStats.Money -= blueprint.cost;

        GameObject _turret = (GameObject)Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity);

        turret = _turret;

        turretBlueprint = blueprint;

        Debug.Log("Turret upgraded!");
    }
Beispiel #5
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    void BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStats.money < blueprint.cost)
        {
            return;
        }
        PlayerStats.money -= blueprint.cost;
        nodeEvent.clip     = builsSFX;
        nodeEvent.Play();
        GameObject _turret = (GameObject)Instantiate(blueprint.prefabTurret, GetBuildPosition(), Quaternion.identity);

        turret          = _turret;
        turretBlueprint = blueprint;
        GameObject effect = (GameObject)Instantiate(buildManager.buidEffect, GetBuildPosition(), Quaternion.identity);

        Destroy(effect, 5f);
        blueprint.cost += blueprint.cost;
    }
Beispiel #6
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    void BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStats.Money < blueprint.cost)
        {
            Debug.Log("Not enough money to build that!");
            AudioManager.instance.Play("negate");
            return;
        }

        PlayerStats.Money -= blueprint.cost;

        turret = Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity);
        turret.transform.SetParent(transform);
        turret.SetActive(false);
        turret.SetActive(true);
        turret.name = blueprint.name;
        buildManager.DeselectTurret();


        if (turret.GetComponent <TowerBase>())
        {
            towerBuilded = turret.GetComponent <TowerBase>();
        }
        else
        {
            towerBuilded = turret.GetComponentInChildren <TowerBase>();
        }
        turretBlueprint = blueprint;

        //GameObject effect = Instantiate(buildManager.buildEffect, GetBuildPosition(), Quaternion.identity);
        //Destroy(effect, 5f);
        StartCoroutine(Effect.PlayEffect(buildEffect, transform));
        towerBuilded.upgrades = new Dictionary <string, int>(UpgradeHandler.data.towerUpgrades[blueprint.name]);
        Dictionary <string, int> backup = new Dictionary <string, int>(towerBuilded.upgrades);

        foreach (string item in backup.Keys)
        {
            towerBuilded.upgrades[item] = 0;
        }
        //Sound
        AudioManager.instance.Play("buildTurret");
        Debug.Log("Turret built!");
        PlayerStats.UpdateMoney();
    }
Beispiel #7
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    public void SellTurret()
    {
        if (!isUpgraded)
        {
            PlayerStats.money += turretBlueprint.GetSellAmount();
        }
        else
        {
            PlayerStats.money += turretBlueprint.GetSellAmountIsUpgraded();
            isUpgraded         = false;
        }

        Destroy(turret);
        turretBlueprint = null;

        GameObject temp = Instantiate(BuildManager.instance.sellEffect, GetBuildPosition(), Quaternion.identity);

        Destroy(temp, 4f);
    }
Beispiel #8
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    private void BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStats.money < blueprint.cost)
        {
            return;
        }

        PlayerStats.money -= blueprint.cost;

        GameObject temp = Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity);

        turret = temp;

        temp = Instantiate(BuildManager.instance.buildEffect, GetBuildPosition(), Quaternion.identity);
        Destroy(temp, 4f);

        turretBlueprint         = BuildManager.instance.TurretToBuild;
        meshRend.material.color = Color.red;
    }
Beispiel #9
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    void BuildTurret(TurretBlueprint blueprint)
    {
        //  if (blueprint.prefab != null)
        //  {
        var achievement = AchievmentThingy.GetComponent <MB_AchievementObserver>();    // Initializes the achievment observer...

        if (blueprint == null)
        {
            return;
        }

        if (NS_GameManager.Money < blueprint.cost)
        {
            a_Audio.clip = error;
            a_Audio.PlayOneShot(error);
            Debug.Log("Not enough money");
            return;
        }

        NS_GameManager.Money -= blueprint.cost;
        NS_GameManager.MoneyChanged();     //matthews function addition for money UI

        GameObject _turret = (GameObject)Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity);

        turret = _turret;

        turretHealth = turret.GetComponent <NS_Turret>().health;    // _turret.GetComponent<NS_Turret>().startHealth;


        turretBlueprint = blueprint;
        achievement.TurretAchievementNum++;

        if (achievement.HasUnlockedTurretAchivement == false)
        {
            achievement.CheckAchievements();     // Checks achievement progress...
        }

        a_Audio.clip = turretplaced;
        a_Audio.PlayOneShot(turretplaced);
        Debug.Log("turret built");

        // }
    }
Beispiel #10
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    public void BuildTurret()
    {
        var turretToBuild = BuildManager.instance.turretToBuild;

        if (PlayerStats.instance.money < turretToBuild.cost)
        {
            Debug.Log("Not enough money");
            return;
        }

        turret = Instantiate(turretToBuild.prefab, GetBuildPosition(), Quaternion.identity);
        var buildEffect = Instantiate(buildManager.buildEffectPrefab, GetBuildPosition(), Quaternion.identity);

        turretBlueprint = turretToBuild;

        Destroy(buildEffect, 5f);

        PlayerStats.instance.SetMoney((currentMoney) => currentMoney - turretToBuild.cost);
    }
    public void BuildTurretOn(Node node)
    {
        if (PlayerStats.Money < turretToBuild.price)
        {
            Debug.Log("Not enough money.");
            return;
        }

        PlayerStats.Money -= turretToBuild.price;
        Debug.Log("Turret build. Money = $" + PlayerStats.Money.ToString());
        GameObject turret = (GameObject)Instantiate(turretToBuild.prefab, node.transform.position + turretToBuild.offSet, Quaternion.identity);

        node.turret = turret;

        CanBuild             = false;
        turretToBuild        = null;
        shop.turretPurchased = false;
        shop.ClearInfo();
    }
Beispiel #12
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    void BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStat.money < blueprint.cost)
        {
            Debug.Log("Not enough money to build");
            return;
        }
        else
        {
            PlayerStat.money -= blueprint.cost;
            GameObject _turret = (GameObject)Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity);
            turret          = _turret;
            turretBlueprint = blueprint;

            GameObject effect = (GameObject)Instantiate(blueprint.effect, GetBuildPosition(), Quaternion.identity);
            Destroy(effect, 5f);
            Debug.Log("Turrent build! Money left " + PlayerStat.money);
        }
    }
Beispiel #13
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    public void SelectNode(Node node)
    {
        if (EventSystem.current.IsPointerOverGameObject())
        {
            return;
        }

        Debug.Log("Select Node");
        if (selectedNode == node)
        {
            DeselectNode();
            return;
        }

        turretToBuild = null;

        selectedNode = node;
        nodeUI.SetTarget(node);
    }
Beispiel #14
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    private void RPC_BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStats.Money < blueprint.cost)
        {
            Debug.Log("Not enough gold!");
            return;
        }

        PlayerStats.Money -= blueprint.cost;

        GameObject _turret = PhotonNetwork.Instantiate(blueprint.prefabs.name, GetBuildPosition(), Quaternion.identity, 0) as GameObject;

        //GameObject _turret = (GameObject)Instantiate (blueprint.prefabs, GetBuildPosition (), Quaternion.identity);
        turret = _turret;

        turretBlueprint = blueprint;

        Debug.Log(PlayerStats.Money);
    }
Beispiel #15
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    void BuildTurret(TurretBlueprint turretBlueprint)
    {
        if (PlayerStats.Money < turretBlueprint.cost)
        {
            Debug.Log("Not enough money to build the turret");
            return;
        }
        GameObject turret      = (GameObject)Instantiate(turretBlueprint.prefab, this.GetBuildPsotion(), Quaternion.identity);
        GameObject buildEffect = (GameObject)Instantiate(buildManager.buildEffect, this.GetBuildPsotion(), Quaternion.identity);

        Destroy(buildEffect, 3f);

        this.turret          = turret;
        this.turretBlueprint = turretBlueprint;

        PlayerStats.Money -= turretBlueprint.cost;

        Debug.Log("Turret to build");
    }
Beispiel #16
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    public void SelectNode(Node node)
    {
        if (selectedNode == node)
        {
            DeselectNode();
            return;
        }

        //if (node.buildingDisable)
        //{
        //    nodeUI.SetTarget(node);
        //    return;
        //}

        selectedNode  = node;
        turretToBuild = null;

        nodeUI.SetTarget(node);
    }
Beispiel #17
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    public void SellTurret()
    {
        if (isUpgraded)
        {
            PlayerStats.Money += turretBlueprint.GetSellAmountOfUpgrade();
        }
        else
        {
            PlayerStats.Money += turretBlueprint.GetSellAmount();
        }

        GameObject effect = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity);

        Destroy(effect, 5f);

        isUpgraded = false;
        Destroy(turret);
        turretBlueprint = null;
    }
Beispiel #18
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    // Remove a turret from the selected turrets list by clicking it
    public void RemoveTurret(int turretIndex)
    {
        // If you click an empty slot
        if (turretIndex >= selectedTurrets.Count)
        {
            return;
        }
        TurretBlueprint turret = SelectedTurrets.instance.selectedTurrets[turretIndex];

        //if (!selectedTurrets.Contains(turret)) return;

        //Transform element = selectedTurretsGUI.transform.GetChild(turretIndex);
        //element.GetComponent<Image>().color = new Color(0, 0, 0, 0);
        //element.GetComponentInChildren<Text>().text = "$0";

        SelectedTurrets.instance.selectedTurrets.Remove(turret);
        selectedTurrets.Remove(turret.name);
        UpdateSelectedTurrets();
    }
Beispiel #19
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    public void SellTurret()
    {
        PlayerStats.Money += turretBlueprint.GetSellAmount();

        // TODO do better sound
        GameObject soundGameObject = new GameObject();

        soundGameObject.transform.position = turret.transform.position;
        AudioSource audioSource = soundGameObject.AddComponent <AudioSource>();

        audioSource.clip = Resources.Load("Sound/Cha Ching") as AudioClip;
        audioSource.Play();
        Destroy(soundGameObject, 5f);

        Destroy(turret);
        turret          = null;
        turretBlueprint = null;
        isUpgraded      = false;
    }
Beispiel #20
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    void BuildTurret(TurretBlueprint blueprint)
    {
        if (StatsManager.Money < blueprint.cost)
        {
            return;
        }
        StatsManager.Money -= blueprint.cost;

        GameObject _turret = (GameObject)Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity);

        turret = _turret;

        turretBlueprint = blueprint;

        GameObject effect = (GameObject)Instantiate(BuildManager.instance.buildEffect, GetBuildPosition(), Quaternion.identity);

        Destroy(effect, 5f);
        Debug.Log("Turret built!");
    }
    public void SellTurret()
    {
        // Refund Player some Money
        PlayerStats.Money += turretBlueprint.GetSellAmount();

        // Stop Repeating Function checking turrets health
        CancelInvoke(nameof(CheckForDamage));

        //Spawn Effect
        GameObject effect = Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity);

        Destroy(effect, 5f);

        Destroy(turret);
        turretBlueprint = null;

        isDamaged   = false;
        isDestroyed = false;
    }
    // selecting a node
    public void SelectNode(Node node)
    {
        // deselect the node if it is already selected
        if (selectedNode == node)
        {
            DeselectNode();
            return;
        }

        // bring up turret menu (upgrade/sell)
        selectedNode  = node;
        turretToBuild = null;

        turretPanel.SetActive(false);
        misslePanel.SetActive(false);
        laserPanel.SetActive(false);

        nodeUI.SetTarget(node);
    }
Beispiel #23
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 public void HighlightNodes(TurretBlueprint passedTurret)
 {
     if ((turretToBuild != null && turretToBuild.Equals(passedTurret)) || (passedTurret == null))
     {
         UnSelectTurret();
         foreach (Node node in nodes)
         {
             node.GetComponent <Renderer>().material.color = node.notEnoughMoneyColor;
         }
     }
     else
     {
         SelectTurretToBuild(passedTurret);
         foreach (Node node in nodes)
         {
             node.GetComponent <Renderer>().material.color = node.TurretPositionColor;
         }
     }
 }
Beispiel #24
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    public void SellTurret()
    {
        if (m_isTurretUpgraded)
        {
            PlayerStats.m_Money += m_Blueprint.m_SellValue + m_Blueprint.GetSellUpgrade();
        }
        else
        {
            PlayerStats.m_Money += m_Blueprint.m_SellValue;
        }

        GameObject effect = (GameObject)Instantiate(BuildManager.m_ThisInstance.m_SoldEffect, GetBuildPosition(), Quaternion.identity);

        Destroy(effect, 3f);

        Destroy(m_Turret);
        m_Blueprint        = null;
        m_isTurretUpgraded = false;
    }
Beispiel #25
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    void BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStats.Money < blueprint.cost)
        {
            Debug.Log("NOT ENOUGH MONEY");
            return;
        }

        PlayerStats.Money -= blueprint.cost;

        GameObject _turret = Instantiate(blueprint.prefab, getBuildPosition(), Quaternion.identity);

        turret = _turret;

        turretBluePrint = blueprint;

        GameObject effect = (GameObject)Instantiate(buildManager.buildTurretEffect, getBuildPosition(), Quaternion.identity);

        Destroy(effect, 1.0f);
    }
    public void SelectNode(Node node)
    {
        if (selectedNode == node)
        {
            node.UnHighlight();
            DeselectNode();
            return;
        }

        if (selectedNode != null)
        {
            selectedNode.UnHighlight();
        }
        node.Highlight();

        selectedNode  = node;
        turretToBuild = null;

        nodeUI.SetTarget(node);
    }
Beispiel #27
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    void BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStatistics.Money < blueprint.cost)
        {
            Debug.Log("Need more vespian gas.");
            return;
        }

        PlayerStatistics.Money -= blueprint.cost;

        GameObject _turret = Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity);

        turret = _turret;

        turretBlueprint = blueprint;

        GameObject effect = Instantiate(buildMan.buildEffect, GetBuildPosition(), Quaternion.identity);

        Destroy(effect, 5f);
    }
    private void BuildTurret(TurretBlueprint blueprint)
    {
        if (!BuildManager.instance.HasMoney)
        {
            Debug.Log("Not enough money!");
            return;             // TODO display not enough money
        }

        PlayerStats.money -= blueprint.cost;

        GameObject _turret = Instantiate(blueprint.prefab, transform.position + new Vector3(0f, 0.5f, 0f), Quaternion.identity) as GameObject;

        turret = _turret;

        turretBlueprint = blueprint;

        GameObject effect = Instantiate(BuildManager.instance.buildEffect, transform.position + new Vector3(0f, 0.5f, 0f), Quaternion.identity) as GameObject;

        Destroy(effect, 3f);
    }
Beispiel #29
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    void BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStats.Money < blueprint.cost)
        {
            Debug.Log("Uang ga cukup bos");
            return;
        }

        PlayerStats.Money = PlayerStats.Money - blueprint.cost;

        GameObject _turret = (GameObject)Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity);

        turret = _turret;

        GameObject effect = (GameObject)Instantiate(buildManager.buildEffect, GetBuildPosition(), Quaternion.identity);

        Destroy(effect, 5f);

        Debug.Log("Turret dibeli! " + blueprint.cost + " , Sisa Uang:" + PlayerStats.Money);
    }
Beispiel #30
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    void BuildTurret(TurretBlueprint blueprint)
    {
        if (PlayerStats.Money < blueprint.cost)
        {
            Debug.Log("Not enough money to build that turret.");
            return;
        }

        PlayerStats.Money -= blueprint.cost;
        GameObject t = Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity);

        turret          = t;
        turretBlueprint = blueprint;

        GameObject fx = Instantiate(buildManager.buildEffect, GetBuildPosition(), Quaternion.identity);

        Destroy(fx, 5f);

        Debug.Log("Turret built.");
    }
 public void SelectTurretToBuild(TurretBlueprint turret)
 {
     turretToBuild = turret;
 }