Example #1
0
        /// <summary>
        /// Build fuction for tower.
        /// Attached TowerBuildUI's buttons.
        /// </summary>
        public void BuildTower()
        {
            if (my_gameController.GetCurrency() > 0)
            {
                buttonName = EventSystem.current.currentSelectedGameObject.name;
                Debug.Log("create: " + buttonName);
                switch (buttonName)
                {
                case "Tower1":
                    my_GameUI.BuyTower(Tower1, my_inputController.buildPosition, new Quaternion(0, 0, 0, 0));
                    my_currencyController.ChangeCurrency(-Tower1.GetComponent <Tower>().buildCost);
                    activeTowerPlace.isOccupied = true;

                    break;

                case "Tower2":
                    my_GameUI.BuyTower(Tower2, my_inputController.buildPosition, new Quaternion(0, 0, 0, 0));
                    my_currencyController.ChangeCurrency(-Tower2.GetComponent <Tower>().buildCost);
                    activeTowerPlace.isOccupied = true;
                    break;

                case "Tower3":
                    my_GameUI.BuyTower(Tower3, my_inputController.buildPosition, new Quaternion(0, 0, 0, 0));
                    my_currencyController.ChangeCurrency(-Tower3.GetComponent <Tower>().buildCost);
                    activeTowerPlace.isOccupied = true;
                    break;

                case "Tower4":
                    my_GameUI.BuyTower(Tower4, my_inputController.buildPosition, new Quaternion(0, 0, 0, 0));
                    my_currencyController.ChangeCurrency(-Tower4.GetComponent <Tower>().buildCost);
                    activeTowerPlace.isOccupied = true;
                    break;

                default:
                    break;
                }
                this.gameObject.SetActive(false);
            }
        }