internal void SetIsSettingRallyPoint(bool newValue, MeleeTower t) { isSettingRallyPoint = newValue; if (newValue) { towerSettingRallyPoint = t; } else { towerSettingRallyPoint = null; } }
// Use this for initialization void Start() { Damage = damage; _baseTower = gameObject.GetComponentInParent <MeleeTower>(); _baseTransform = _baseTower.gameObject.transform; if (_baseTransform == null) { Debug.LogWarning("Missing base"); } GetComponent <Rigidbody2D>().isKinematic = true; PhysicsRetract(); }
//internal void Test(string str) //{ // textTest.text = str; //} private void Start() { //Debug.Log("GameManager.Start"); //Application.LoadLevel(Application.loadedLevel); //SceneManager.LoadScene(SceneManager.GetActiveScene().name); isSettingRallyPoint = false; towerSettingRallyPoint = null; ResumeGame(); //if (textTest != null) //{ // string str = "scrn size: " + Screen.width + ", " + Screen.height; // textTest.text = "PPI: " + str; //} //if (Application.platform == RuntimePlatform.WindowsEditor) //{ // Debug.Log("WindowsEditor"); // textTest.text = "WindowsEditor"; //} //if (Application.platform == RuntimePlatform.Android) //{ // Debug.Log("Android"); // textTest.text = "Android"; //} //if (Application.platform == RuntimePlatform.WindowsPlayer) //{ // Debug.Log("WindowsPlayer"); // textTest.text = "WindowsPlayer"; //} //if (Application.platform == RuntimePlatform.OSXEditor) //{ // Debug.Log("OSXEditor"); // textTest.text = "OSXEditor"; //} //if (Application.platform == RuntimePlatform.LinuxEditor) //{ // Debug.Log("LinuxEditor"); // textTest.text = "LinuxEditor"; //} //if (Application.platform == RuntimePlatform.IPhonePlayer) //{ // Debug.Log("IPhonePlayer"); // textTest.text = "IPhonePlayer"; //} }
internal void SetNativeTower(MeleeTower tower) { nativeTower = tower; }
public static Tower BuyTower(TowerType type) { Console.WriteLine("Buy Tower called"); Tower tower = null; if (!Tower.PlacingTower) { switch (type) { case TowerType.MeleeTower: tower = new MeleeTower(); tower.Type = TowerType.MeleeTower; break; case TowerType.RangedTower: tower = new RangedTower(); tower.Type = TowerType.RangedTower; break; case TowerType.SlowTower: tower = new SlowTower(); tower.Type = TowerType.SlowTower; break; } int gold = Player.Gold, cost = tower.Cost; if (gold >= cost) { tower.Width = (float)tower.Texture.Width; tower.Height = (float)tower.Texture.Height; TowersList.Add(tower); tower.TowerState = TowerState.Placing; Tower.PlacingTower = true; //Console.WriteLine("Player buying tower of type: " + type.ToString()); } else { Console.WriteLine("Error: Player cannot afford to buy this tower"); tower = null; } } else { Console.WriteLine("Error: Already placing tower"); tower = null; } return tower; }