// Update is called once per frame
    void Update()
    {
        if (build.CheckFinish() && build.CheckSelect())
        {
            constructUI.gameObject.SetActive(true);
        }
        else
        {
            constructUI.gameObject.SetActive(false);
        }

        if (constructUI.CheckClick())
        {
            constructShow = !constructShow;
            constructUI.SetClick(false);
        }

        if (build.CheckSelect() && build.CheckFinish() && constructShow)
        {
            baseUI.SetActive(true);
            foreach (BuildingUI showUI in buildUI)
            {
                showUI.gameObject.SetActive(true);
            }
            Construction();
        }
        else
        {
            constructShow = false;
            baseUI.SetActive(false);
        }
    }
Example #2
0
 // Update is called once per frame
 void Update()
 {
     if (build.CheckSelect())
     {
         if (build.CheckFinish())
         {
             baseUI.SetActive(true);
             foreach (BuildingUI showUI in trainUI)
             {
                 showUI.gameObject.SetActive(true);
             }
             if (isTraining)
             {
                 cancelUI.gameObject.SetActive(true);
             }
             else
             {
                 cancelUI.gameObject.SetActive(false);
             }
         }
         else
         {
             baseUI.SetActive(false);
             foreach (BuildingUI showUI in trainUI)
             {
                 showUI.gameObject.SetActive(false);
             }
         }
     }
     else
     {
         baseUI.SetActive(false);
     }
     TrainingUnit();
 }