/// <summary> /// Attempt to buy an item from the shop, if the player has enough money /// </summary> /// <param name="itemToBuy"></param> public void AttemptItemBuy(ShopItem itemToBuy) { if (player.Coins < itemToBuy.cost) { return; } // Enables the cancel and comfirm purchase buttons for the user cancelPurchaseButton.SetActive(true); comfirmPurchaseButton.SetActive(true); // If the current item is a tower, show preview if (itemToBuy.item.GetComponent <Tower>() && currentItem == itemToBuy && !towerManager.selectedTower.purchased) { CancelItemPurchase(); currentItem = null; } else if (itemToBuy.item.GetComponent <Tower>()) //TODO Make it so it checks if the current tower is placed already and if it is then create a new tower { towerManager.BuildTower(itemToBuy.item); currentItem = itemToBuy; } else { currentItem = itemToBuy; } }
/// <summary> /// Attempt to buy an item from the shop, if the player has enough money /// </summary> /// <param name="itemToBuy"></param> public void AttemptItemBuy(ShopItem itemToBuy) { if (player.Coins < itemToBuy.cost) { return; } // Enables the cancel and comfirm purchase buttons for the user ToggleButtons(true); // If the current item is a tower, show preview if (currentItem == itemToBuy && !towerManager.selectedTower.IsPurchased()) { CancelItemPurchase(); currentItem = null; } else { if (itemToBuy.item.GetComponent <Tower>()) { towerManager.BuildTower(itemToBuy.item); } currentItem = itemToBuy; } }