//mainly done so I can make it zero cost public void UnlockAbility(int ability, int cost) { //Check to see if they can buy it if (resourceControls == null) { Debug.Log("where did resource Controls go"); resourceControls = FindObjectOfType <AMS_ResourceController>(); } if (resourceControls.currentResources >= cost) { //Turn off the greyed out box greyBoxes[ability].SetActive(false); //Turn on the upgrade button Debug.Log(upgradeButtons[ability]); upgradeButtons[ability].SetActive(true); //Turn on the use button useButtons[ability].SetActive(true); //Turn off the unlock button unlockButtons[ability].SetActive(false); //Takes the cost resourceControls.currentResources -= cost; //Sets the unlocked variable to true unlockedAbilities[ability] = true; cooldownControl.purchasableAbilities[ability] = true; } else { notEnoughMessage.SetActive(true); } }//overload for main UnlockAbility function
private void Start() { resourceController = FindObjectOfType <AMS_ResourceController>(); if (resourceController == null) { Debug.Log("can't find resource controller object"); } //this is just to find the bottom of the object var capColl = gameObject.GetComponent <CapsuleCollider>(); if (capColl != null) { rayOffset = (capColl.height / 2f) * gameObject.transform.localScale.y; } else { rayOffset = 1f; } note = gameObject.GetComponentInChildren <Canvas>().gameObject; if (note == null) { Debug.Log("can't find canvas gameObject"); } baseHealth = FindObjectOfType <BaseHealth>(); if (baseHealth == null) { Debug.Log("basehealth not found in scene"); } }
// Start is called before the first frame update void Start() { resourceControls = GameObject.FindObjectOfType <AMS_ResourceController>(); if (resourceControls == null) { Debug.Log("can't find AMS_ResourceController"); } buyMenuPlayer = GameObject.FindObjectOfType <AMS_BuyMenuPlayer>(); playerGun = GameObject.FindObjectOfType <AMS_GunManagement>(); BuyMenuDescriptionText.enabled = false; //disable buy menu description AbilitiesToDisableOnStart(); }
// Start is called before the first frame update void Start() { DoorRenderer = objectToMove.GetComponent <Renderer>(); resourceCont = GameObject.FindObjectOfType <AMS_ResourceController>(); if (resourceCont == null) { Debug.Log("ERROR: can't find resource controller"); Debug.Log("Self Destructing!!!"); Destroy(gameObject); } /*else * { * actualTarget = resourceCont.winConditionResources * percOfCap; * if (percOfCap != 1f) * { * var component = GetComponentInChildren<LevelGateHelperScript>(); * if (component != null) { Destroy(component.gameObject); Debug.Log("Deleting mid gate trigger volume - see comments"); }//This is deleted because if you don't need the full resource amount to open it is probably not a level end * else { Debug.Log("can't find trigger, maybe someone already deleted it"); } * } * } */ var moveHSpeed = moveAmountHorizontal / timeOfMove; var moveVSpeed = moveAmountVertical / timeOfMove; moveSpeed = new Vector3(moveHSpeed, moveVSpeed, 0f); DoorAudioSource = gameObject.GetComponent <AudioSource>(); DoorAudioSource.playOnAwake = false; //Turn off playOnAwake DoorAudioSource.playOnAwake = false; // DoorAudioSource.outputAudioMixerGroup.audioMixer.name = "SfxMixer"; ResourceScript = GameObject.FindObjectOfType <ResourceScript>(); SetSpawnPoints(spawnPointsEnable, false);//this sets whatever the door would enable to disabled /* for (int i = 0; i < DoorSounds.Length; i++) * { * DoorSoundPicked++; * }*/ }
// Start is called before the first frame update void Start() { resourceController = FindObjectOfType <AMS_ResourceController>(); }
public PlayerData(AMS_ResourceController resource) { resources = resource.GetComponent <AMS_ResourceController>().currentResources; }
//Sets current placed turrets to 0 void Start() { Turret1.SetActive(false); currentPlaced = 0; resourceControls = GameObject.FindObjectOfType <AMS_ResourceController>(); }