private void Awake() { if (!this.tower) this.tower = GetComponent<ArtilleryTower>(); if (this.attackSpeedTimer == null) this.attackSpeedTimer = new Timer(this.AttackSpeed); else this.attackSpeedTimer.DefiniteTime = this.AttackSpeed; this.attackSpeedTimer.AfterTime = Random.Range(0, this.attackSpeedTimer.DefiniteTime); }
public override void TowerType(string buildType) { Rectangle empty = new Rectangle(0, 0, 0, 0); switch (buildType) { case "Rocket": mTowerToBeBuilt = new RocketTower(empty); break; case "MG": mTowerToBeBuilt = new MGTower(empty); break; case "Pulse": mTowerToBeBuilt = new PulseTower(empty); break; case "Flame": mTowerToBeBuilt = new FlameTower(empty); break; case "Artillery": mTowerToBeBuilt = new ArtilleryTower(empty); break; case "Concussion": mTowerToBeBuilt = new SlowingTower(empty); break; case "Command": mTowerToBeBuilt = new CommandCenter(empty); break; case "Rifle": mTowerToBeBuilt = new RifleTower(empty); break; case "Gamma": mTowerToBeBuilt = new GammaRayTower(empty); break; default: mTowerToBeBuilt = null; mCanBuild = false; break; } }