public void SellTurret() { PlayerStats.Money += TurretBulePrint.GetSellAmount(); GameObject effect = (GameObject)Instantiate(BuildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); Destroy(turret); TurretBulePrint = null; }
public void SelectNode(Node node) { if (selectedNode == node) { DeselectNode(); return; } selectedNode = node; turretToBuild = null; nodeUI.SetTarget(node); }
void BuildTurret(TurretBulePrint blueprint) { if (PlayerStats.Money < blueprint.cost) { Debug.Log("not enough money to build that!"); return; } PlayerStats.Money -= blueprint.cost; GameObject _turret = (GameObject)Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity); turret = _turret; TurretBulePrint = blueprint; GameObject effect = (GameObject)Instantiate(BuildManager.buildEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); }
public void SelectTurretToBuild(TurretBulePrint turret) { turretToBuild = turret; DeselectNode(); }