void Update() { if (Input.GetMouseButtonDown(0)) { leftClickDown.Raise(); } if (Input.GetMouseButtonUp(0)) { leftClickUp.Raise(); } if (Input.GetMouseButtonDown(1)) { rightClickDown.Raise(); } }
public void OnUpgradeFireRate() { FireRateUpgrade.Raise(); //Turret tur = this.selected.Selected.GetComponent<Turret>(); //if ((tur.RateOfFireTier < this.rateOfFireUpgrades.Length - 1) && (this.resources.currentGold < this.rateOfFireUpgrades[tur.RateOfFireTier + 1].cost)) //{ // Debug.Log("Not enough Gold for Upgrade"); // return; //} // //if (tur.RateOfFireTier < this.rateOfFireUpgrades.Length - 1) //{ // tur.RateOfFireTier += 1; // tur.bulletSpeed = this.rateOfFireUpgrades[tur.RateOfFireTier].rateOfFire; // this.resources.currentGold -= this.rateOfFireUpgrades[tur.RateOfFireTier].cost; // this.gameObject.GetComponent<UI>().SetGold(); //} //else //{ // Debug.Log("Turret Upgraded to max Fire Rate"); //} }
public void OnUpgradeSplash() { SplashUpgrade.Raise(); //Turret tur = this.selected.Selected.GetComponent<Turret>(); //if ((tur.SplashTier < this.splashUpgrades.Length - 1) && (this.resources.currentGold < this.splashUpgrades[tur.SplashTier + 1].cost)) //{ // Debug.Log("Not enough Gold for Upgrade"); // return; //} // //if (tur.SplashTier < this.splashUpgrades.Length - 1) //{ // tur.SplashTier += 1; // tur.splashArea = this.splashUpgrades[tur.SplashTier].splash; // this.resources.currentGold -= this.splashUpgrades[tur.SplashTier].cost; // this.gameObject.GetComponent<UI>().SetGold(); //} //else //{ // Debug.Log("Turret Upgraded to max Area of Effect"); //} }