public void UpdateTileDescription(GameObject gameObject)
    {
        //floor moet altijd als laatste want een tile is altijd een floor

        if (gameObject.GetComponent <FloorStorage>())
        {
            BuildingStorage storage = gameObject.GetComponentInParent <BuildingStorage>();
            tileDescriptionCanvas.gameObject.SetActive(true);
            tileTitle.text       = "Storage";
            tileDescription.text = "This building stores all your resources";
            tileSpecial.text     = "Storage " + storage.storageCurrent + "/100";
        }

        else if (gameObject.GetComponent <FloorSpawner>())
        {
            tileDescriptionCanvas.gameObject.SetActive(true);
            tileTitle.text       = "Fertile lands";
            tileDescription.text = "This land is fertile and will spawn 1 gold everysecond";
            tileSpecial.text     = "Spawned: " + gameObject.GetComponent <FloorSpawner>().spawned.ToString() + "/" + gameObject.GetComponent <FloorSpawner>().amountToSpawn.ToString();
        }

        else if (gameObject.GetComponent <Floor>())
        {
            tileDescriptionCanvas.gameObject.SetActive(true);
            tileTitle.text       = "Empty";
            tileDescription.text = "Nothing is Here";
            tileSpecial.text     = "You can build here";
        }
    }
Exemple #2
0
 // Update is called once per frame
 void Update()
 {
     if (buildFloorMode)
     {
         BuildFloorModeExecution();
         if (Input.GetMouseButtonDown(0)) //check if the L-Mouse is clicked
         {
             Floor FloorToSpawn = GameState.Instance.TileManager.GetTileToSpawn();
             Floor floor        = Instantiate(FloorToSpawn, ghostBlockFloor.transform.position, new Quaternion(0, 0, 0, 0));
             GameState.Instance.Player.FloorsList.Add(floor);
             buildFloorMode = false;
             GameState.Instance.MissionManager.ReceiveMissionEvent(MissionEvent.Explore);
         }
     }
     else if (buildWallMode)
     {
         BuildWallModeExecution();
         if (Input.GetMouseButtonDown(0)) //check if the Q is clicked
         {
             Wall wall = Instantiate(SquarePlatformWallClass, ghostBlockWall.transform.position, new Quaternion(0, 0, 0, 0));
             if (southRotation)
             {
                 wall.transform.rotation = southRotationQuaternion;
                 wall.southRotation      = true;
             }
             else if (westRotation)
             {
                 wall.transform.rotation = westRotationQuaternion;
                 wall.westRotation       = true;
             }
             GameState.Instance.Player.WallsList.Add(wall);
             buildWallMode = false;
         }
     }
     else if (buildBuildingMode)
     {
         BuildBuildingExecution();
         if (Input.GetMouseButtonDown(0)) //check if the l-Mouse is clicked
         {
             GameState.Instance.Player.FloorsList.Remove(floorUnderConstruction);
             Destroy(floorUnderConstruction.gameObject);
             BuildingStorage buildingStorage = Instantiate(BuildingStorageClass, ghostStorageBuilding.transform.position, new Quaternion(0, 0, 0, 0));
             Vector3         floorposition   = buildingStorage.GetComponentInChildren <Floor>().gameObject.transform.position;
             expellUnitsElevator = Instantiate(ExpellUnitsBlockClass, floorposition + new Vector3(0, 0.5f, 0), new Quaternion(0, 0, 0, 0));
             buildBuildingMode   = false;
         }
     }
     else if (buildBulldozeMode)
     {
         //maak apart als dit allemaan weg gaat hier
         if (Input.GetMouseButtonDown(0))
         {
             RaycastHit hit;
             Ray        ray = playerCamera.GetComponent <Camera>().ScreenPointToRay(Input.mousePosition);
             if (Physics.Raycast(ray, out hit)) //check if the ray hit something
             {
                 //wall hit
                 if (hit.collider.gameObject.GetComponent <Wall>() != null)
                 {
                     wallToDestroy = hit.collider.gameObject.GetComponent <Wall>();
                     //verander de wal van kleur
                     Debug.Log("Verander wall van kleur exception");
                 }
             }
         }
         if (Input.GetKeyDown(KeyCode.Q)) //check if the Q is clicked
         {
             Destroy(wallToDestroy.gameObject);
         }
     }
     else
     {
         //takes care of all ghosts;
         if (ghostBlockFloor != null)
         {
             Destroy(ghostBlockFloor.gameObject);
         }
         if (ghostBlockWall != null)
         {
             Destroy(ghostBlockWall.gameObject);
         }
         if (ghostStorageBuilding != null)
         {
             Destroy(ghostStorageBuilding.gameObject);
         }
     }
 }