//Whenever a TowerButton is clicked in the shop we check if the player has enough currency to buy the tower, and we call showHover() if we do. //If we don't have enough money we simply cannot select the Tower. public void TowerSelected(TowerButton towerBtn) { if (currency >= towerBtn.Price) { this.towerSelected = towerBtn; TowerHover tH = GameObject.FindObjectOfType <TowerHover>(); tH.showHover(towerBtn.Sprite); } }
//BuyTower() is called whenever we try and SetTower() and it checks if we have enough money to buy the Tower. If we have enough, //BuyTower() subtracts our currency by the price of the Tower, hides the hover object, and sets our towerSelected to null. public void BuyTower() { if (currency >= towerSelected.Price) { Currency -= towerSelected.Price; TowerHover tH = GameObject.FindObjectOfType <TowerHover>(); tH.hideHover(); towerSelected = null; } }