public void BuildTurret() { //playmode = Playmode.Turret; playmode = Playmode.Build; buildchoice = BuildChoice.Turret; Debug.Log("turret-ing now"); }
public void BuildWall() { //playmode = Playmode.Wall; playmode = Playmode.Build; buildchoice = BuildChoice.Wall; Debug.Log("wall-ing now"); }
private void ManageKeyboard() { if (Input.GetKeyDown(KeyCode.Tab)) { _currentBuildChoice = (BuildChoice)(((int)_currentBuildChoice + 1) % Enum.GetNames(typeof(BuildChoice)).Length); } }
public void AddBuildChoice(BuildChoice buildChoice) { button.interactable = buildChoice.canCurrentlyBeBuild; iconImage.sprite = buildChoice.menuSprite; if (buildChoice.buildAction != null) { button.onClick.AddListener(buildChoice.buildAction.Execute); } else { button.onClick.RemoveAllListeners(); } }
public List <BuildChoice> GetBuildChoicesForSelectedBlood() { List <BuildChoice> result = new List <BuildChoice>(); foreach (IBuildableByBlood buildableByBlood in bloodBuildables) { BuildChoice choice = new BuildChoice { menuSprite = buildableByBlood.GetUnitProductionSpriteForMenu(), buildAction = buildableByBlood.GetBuildAction(placementController), canCurrentlyBeBuild = PlayerResources.GetInstance().GetResourceCount(PlayerResources.PlayerResource.SELECTED_BLOOD) >= buildableByBlood.GetBuildCosts() }; result.Add(choice); } return(result); }
public override List <BuildChoice> GetBuildChoices() { List <BuildChoice> result = new List <BuildChoice>(); foreach (IUnitManager manager in registeredUnitManagers) { BuildChoice choice = new BuildChoice { menuSprite = manager.getUnitProductionSpriteForMenu(), buildAction = new AddUnitBuildAction(new BuildUnitCommand(manager, GetUnitCreationPosition(), GetUnitAssemblyPoint()), this), canCurrentlyBeBuild = true }; result.Add(choice); } return(result); }