// Start is called before the first frame update void Start() { cubehighlight = Resources.Load("Outline", typeof(Material)) as Material; cubenolight = Resources.Load("Normal", typeof(Material)) as Material; cubehighlight.color = Color.white; cubenolight.color = Color.white; group = 0; //graycast = New GraphicRaycaster(); mes = GetComponent <EventSystem>(); //initialize literally everything //gold manager gold = GameObject.FindObjectOfType <GoldManager>(); g = gameObject.GetComponent <GridManager>(); //box collider for the grid to know when its clicked on BoxCollider b = gameObject.GetComponent <BoxCollider>(); b.center = b.center + new Vector3(g.w / 2, 0, g.h / 2); b.size = new Vector3(g.w + 1, 1, g.h + 1); //track when grid is awake or asleep state = 0; awake = false; //turret prefab and holder (holder not yet implemented) bh_transform = FindObjectOfType <Building_Holder>().gameObject.transform; cam = GameObject.FindObjectOfType <CameraController>().gameObject; //this isnt working, so need to set this in the editor manually //blocker = GameObject.FindObjectOfType<Blocker>().gameObject; //blocker.SetActive(false); tss = turretshop.GetComponent <TurretShop>(); ng = Object.FindObjectOfType <nogold>(); }
public void Initialise(TurretData turretData, TurretShop turretShop) { _costText.text = $"${turretData.Cost}"; _iconImage.sprite = turretData.Icon; _turretData = turretData; _turretShop = turretShop; }
public static void RestartGame() { StartGame(); GameData.ResetData(); TurretShop.ResetData(); foreach (Node n in _map) { n.Turret = null; } }
public void OnMouseDown() { if (turret != null) { TurretShop.SelectedNode = this; } else if (turret == null && BuildManager.GetInstance().IsWaiting) { BuildTurret(); } else { TurretShop.TurretShopUI(false); } }
// Use this for initialization void Start() { turretShop = this; fillList(); }