public void BuildHouse(WeaponController.Weapons w) { if (!isHouseBuild) { GameObject panel = GameObject.Find("TopPanel"); panel.GetComponent <ScoreController>().buildingBuilt(); GameObject.Find("winManager").GetComponent <win_check>().winCount++; print(GameObject.Find("winManager").GetComponent <win_check>().winCount); if (GameObject.Find("winManager").GetComponent <win_check>().winCount == 5) { GameObject.Find("winManager").GetComponent <win_check>().GameWin(); } } isHouseBuild = true; sr.enabled = true; weaponSprite.enabled = true; // set weapon if this is the highest tier house built int maxLev = hs.findHighestHouseLevelByWepType(w); if (maxLev < Level) { wc.setWeaponLevel(w, Level); } SetWeapon(w); }
// Use this for initialization void Start() { weapon = WeaponController.Weapons.BFG; hs = GameObject.Find("HouseSystem").GetComponent <HouseSystem>(); sr = GetComponentInChildren <SpriteRenderer>(); wc = GameObject.Find("Player").GetComponent <WeaponController>(); DestroyHouse(); //BuildHouse(); }
void BuildHouse(WeaponController.Weapons w) { if (goldc.canBuy(price)) { goldc.spendGold(price); hs.BuildCurrentHouse(w); } else { ShowTooExpensive(); } }
public int findHighestHouseLevelByWepType(WeaponController.Weapons weptype) { int highestLevel = -1; foreach (House h in houseList) { if (h.weapon == weptype && h.Level > highestLevel) { highestLevel = h.Level; } } return(highestLevel); }
void SetWeapon(WeaponController.Weapons w) { weapon = w; if (w == WeaponController.Weapons.Sword) { weaponSprite.sprite = hs.buildings_weaponsSword; } else if (w == WeaponController.Weapons.Pistol) { weaponSprite.sprite = hs.buildings_weaponsPistol; } else if (w == WeaponController.Weapons.Shotgun) { weaponSprite.sprite = hs.buildings_weaponsShotgun; } }
public void DestroyHouse() { isHouseBuild = false; sr.enabled = false; weaponSprite.enabled = false; GameObject.Find("winManager").GetComponent <win_check>().winCount--; print(GameObject.Find("winManager").GetComponent <win_check>().winCount); WeaponController.Weapons oldType = weapon; weapon = WeaponController.Weapons.Staff; // TODO: find highest weapon tier house and asssign it to WeaponController int maxLev = hs.findHighestHouseLevelByWepType(oldType); if (maxLev == -1) { wc.setWeaponLevel(oldType, oldType == WeaponController.Weapons.Staff ? 1 : 0); //staff cannot have level lower than 1 } else { wc.setWeaponLevel(oldType, maxLev); } }
public void BuildCurrentHouse(WeaponController.Weapons w) { currentHouse.BuildHouse(w); }