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");
 }
Exemple #3
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 private void ManageKeyboard()
 {
     if (Input.GetKeyDown(KeyCode.Tab))
     {
         _currentBuildChoice = (BuildChoice)(((int)_currentBuildChoice + 1) % Enum.GetNames(typeof(BuildChoice)).Length);
     }
 }
Exemple #4
0
 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);
    }