public void RepairTurret()
    {
        if (!isDamaged)
        { // If turret is not damaged
            print("Turret is not damaged");
            return;
        }

        // Check Player has enough Currency
        if (PlayerStats.Money < turretBlueprint.GetRepairAmount())
        {
            print("Not Enough Money to Upgrade");
            return;
        }

        // Get Turret component
        var turretScript = turret.GetComponent <Turret>();

        if (isDestroyed)
        {
            // Take away money
            PlayerStats.Money -= turretBlueprint.GetRepairAmount();
            print("That full repair cost $" +
                  turretBlueprint.GetRepairAmount());
        }
        else if (isDamaged)
        {
            PlayerStats.Money -= turretBlueprint.GetRepairAmount(turretScript.StartHealth, turretScript.Health);
            print("That partial repair cost $" +
                  turretBlueprint.GetRepairAmount(turretScript.StartHealth, turretScript.Health));
        }

        // Repair Turret
        turretScript.RepairTurret();

        isDamaged = false;

        if (!isDestroyed)
        {
            return;
        }

        isDestroyed = false;

        // Change Materials to turret Color
        turret.transform.GetChild(0).transform.GetChild(0).GetComponent <Renderer>().material.color = turretRepairColor;

        // Repeating Function checking turrets health
        InvokeRepeating(nameof(CheckForDamage), 2f, 0.2f);
    }
Example #2
0
    public void RepairTurret()
    {
        if (turretBlueprint == null)
        {
            return;
        }

        if (NS_GameManager.Money < turretBlueprint.GetRepairAmount() || turretHealth == 1) //>= turret.GetComponent<NS_Turret>().startHealth)
        {
            a_Audio.clip = error;
            a_Audio.PlayOneShot(error);
            Debug.Log("Not enough money");
            return;
        }



        if (turretHealth < 1 && turretHealth > 0.5f)
        {
            NS_GameManager.Money -= turretBlueprint.GetRepairAmount();
            NS_GameManager.MoneyChanged();

            turret.GetComponent <NS_Turret>().health = turretStartingHealth;

            a_Audio.clip = upgradeMade;
            a_Audio.PlayOneShot(upgradeMade);

            GameObject repairEffect = (GameObject)Instantiate(repairParticle, GetBuildPosition(), Quaternion.identity);
            Destroy(repairEffect, 3f);
        }

        else if (turretHealth < 0.5f)
        {
            NS_GameManager.Money -= turretBlueprint.GetRepairAmount() * 2;
            NS_GameManager.MoneyChanged();

            turret.GetComponent <NS_Turret>().health = turretStartingHealth;

            a_Audio.clip = upgradeMade;
            a_Audio.PlayOneShot(upgradeMade);

            GameObject repairEffect = (GameObject)Instantiate(repairParticle, GetBuildPosition(), Quaternion.identity);
            Destroy(repairEffect, 3f);
        }
    }