void OnMouseDown() { switch (player.currentlySelected) { case PlayerScript.TowerType.Nothing: break; case PlayerScript.TowerType.Lumberjack: if (player.CurrentLumber >= 1) //TODO: Add cost of lumberjack { player.CurrentLumber -= 1; //SendMessage("Not enough lumber"); GameObject lumberjack = Instantiate(TimerjackTower, transform.position, Quaternion.identity) as GameObject; Woodcutter woodcutterScript = lumberjack.GetComponent <Woodcutter>(); woodcutterScript.TreeList = gameObject.transform.parent.gameObject; woodcutterScript.player = player; lumberjack.transform.SetParent(transform.parent.parent); Destroy(gameObject); } break; case PlayerScript.TowerType.BananaTower: if (player.CurrentLumber >= 3) //TODO: Add cost of bananaman { player.CurrentLumber -= 3; //SendMessage("Not enough lumber"); Vector3 spawnPosition = transform.position; spawnPosition.y += BananaTower.transform.position.y; GameObject banana = Instantiate(BananaTower, spawnPosition, Quaternion.identity) as GameObject; CreateArrows bananaTowerScript = banana.GetComponent <CreateArrows>(); bananaTowerScript.enemyList = gameObject.transform.parent.parent.FindChild("EnemyList").gameObject; bananaTowerScript.player = player; banana.transform.SetParent(transform.parent.parent); Destroy(gameObject); } break; case PlayerScript.TowerType.ClusterTower: if (player.CurrentLumber >= 5) //TODO: Add cost of bananaman { player.CurrentLumber -= 5; //SendMessage("Not enough lumber"); Vector3 spawnPosition = transform.position; spawnPosition.y += ClusterTower.transform.position.y; GameObject clusterBanana = Instantiate(ClusterTower, spawnPosition, Quaternion.identity) as GameObject; CreateCluster bananaTowerScript = clusterBanana.GetComponent <CreateCluster>(); bananaTowerScript.enemyList = gameObject.transform.parent.parent.FindChild("EnemyList").gameObject; bananaTowerScript.player = player; clusterBanana.transform.SetParent(transform.parent.parent); Destroy(gameObject); } break; } }
// Start is called before the first frame update void Start() { CreateArrows AG = arrowGenerator.GetComponent <CreateArrows>(); aQueue = AG.getArrowQueue(); }