public static string _BuildTower(UnitTower tower, BuildInfo bInfo) //called from UnitTower.DragNDropRoutine { if (bInfo == null) { if (!UseDragNDrop()) { return("Select a Build Point First"); } else { return("Invalid build position"); } } if (bInfo.status != _TileStatus.Available) { return("Invalid build position"); } //dont allow building of resource tower before game started if (tower.type == _TowerType.Resource && !GameControl.IsGameStarted()) { return("Cant Build Tower before spawn start"); } UnitTower sampleTower = GetSampleTower(tower); //check if there are sufficient resource List <int> cost = sampleTower.GetCost(); int suffCost = ResourceManager.HasSufficientResource(cost); if (suffCost == -1) { ResourceManager.SpendResource(cost); GameObject towerObj = (GameObject)Instantiate(tower.gameObject, bInfo.position, bInfo.platform.thisT.rotation); UnitTower towerInstance = towerObj.GetComponent <UnitTower>(); towerInstance.InitTower(instance.towerCount += 1); towerInstance.Build(); //if(bInfo.platform!=null) towerObj.transform.parent=bInfo.platform.transform; //register the tower to the platform if (bInfo.platform != null) { bInfo.platform.BuildTower(bInfo.position, towerInstance); } //clear the build info and indicator for build manager //ClearBuildIndicator(); IndicatorControl.ClearBuildTileIndicator(); return(""); } return("Insufficient Resource"); }
public BuildInfo _CheckBuildPoint(Vector3 pointer, int towerID) { BuildInfo buildInfo = new BuildInfo(); if (disableBuildWhenInPlay && SpawnManager.GetActiveUnitCount() > 0) { buildInfo.status = _TileStatus.NotInBuildPhase; return(buildInfo); } Camera mainCam = Camera.main; if (mainCam != null) { Ray ray = mainCam.ScreenPointToRay(pointer); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, maskPlatform)) { for (int i = 0; i < buildPlatforms.Count; i++) { if (hit.transform == buildPlatforms[i].thisT) { PlatformTD platform = buildPlatforms[i]; //calculating the build center point base on the input position Vector3 pos = GetTilePos(platform, hit.point); buildInfo.position = pos; buildInfo.platform = platform; //checking if tower can be built on the platform, for dragNdrop mode if (towerID >= 0 && !platform.availableTowerIDList.Contains(towerID)) { buildInfo.status = _TileStatus.Unavailable; } if (buildInfo.status == _TileStatus.Available) { //check if the position is blocked, by any other obstabcle other than the baseplane itself Collider[] cols = Physics.OverlapSphere(pos, gridSize / 2 * 0.9f, ~maskAll); if (cols.Length > 0) { buildInfo.status = _TileStatus.NoPlatform; } else { buildInfo.status = _TileStatus.Available; } if (buildInfo.status == _TileStatus.Available) { //check if the platform is walkable, if so, check if building on the point wont block all possible path if (platform.IsWalkable()) { if (platform.CheckForBlock(pos)) { buildInfo.status = _TileStatus.Blocked; } } //map platform availableTowerIDList (which is the towers' prefabID) to the list elements' ID in towerList buildInfo.availableTowerIDList = new List <int>(); for (int m = 0; m < platform.availableTowerIDList.Count; m++) { for (int n = 0; n < towerList.Count; n++) { if (platform.availableTowerIDList[m] == towerList[n].prefabID) { buildInfo.availableTowerIDList.Add(n); break; } } } } } break; } } } else { buildInfo.status = _TileStatus.NoPlatform; } } else { buildInfo.status = _TileStatus.NoPlatform; } //reverse block status for mine if (buildInfo.status == _TileStatus.Blocked) { //for drag n drop mode if (towerID >= 0 && GetTowerPrefab(towerID).type == _TowerType.Mine) { buildInfo.status = _TileStatus.Available; } if (towerID < 0) { bool gotMineInList = false; for (int i = 0; i < buildInfo.availableTowerIDList.Count; i++) { if (towerList[buildInfo.availableTowerIDList[i]].type == _TowerType.Mine) { gotMineInList = true; } else { buildInfo.availableTowerIDList.RemoveAt(i); i -= 1; } } if (gotMineInList) { buildInfo.status = _TileStatus.Available; } } } if (!UseDragNDrop()) //for PointNClick { if (buildInfo.status != _TileStatus.Available) { IndicatorControl.ClearBuildTileIndicator(); } else { IndicatorControl.SetBuildTileIndicator(buildInfo); } } return(buildInfo); }