public void Upgrade() { int currentUpgradeIndex = upgrades.IndexOf(currentUpgrade); if (currentUpgradeIndex < upgrades.Count - 1) { currentUpgrade = upgrades[currentUpgradeIndex + 1]; DisplayShooterUpgrade(currentUpgrade); } }
private bool canUpgradeShooter() { if (shooter != null) { UpgradeController upgrader = shooter.GetComponent <UpgradeController>(); ShooterUpgrade nextUpgrade = upgrader.GetNextUpgrade(); if (nextUpgrade != null) { return(true); } } return(false); }
public void DisplayShooterUpgrade(ShooterUpgrade upgrade) { int currentUpgradeIndex = upgrades.IndexOf(currentUpgrade); for (int i = 0; i < upgrades.Count; i++) { if (upgrade.display != null) { if (i == currentUpgradeIndex) { upgrades[i].display.SetActive(true); } else { upgrades[i].display.SetActive(false); } } } }
private void OnEnable() { Debug.Log("Set current upgrade: " + upgrades[0].cost); currentUpgrade = upgrades[0]; DisplayShooterUpgrade(currentUpgrade); }