// Fill the Upgrade Panel UI with the Upgrade Unit stats private void PopulateWithUpgradeUnitStats() { upgradeDefenderPreview.sprite = upgradeUnit.GetComponentInChildren <SpriteRenderer>().sprite; unitName.text = upgradeUnit.GetUnitName(); unitCost.text = upgradeUnit.GetUnitPrice().ToString(); unitHealth.text = "Health: " + upgradeUnit.GetUnitHealth().ToString(); unitDamage.text = "Damage: " + upgradeUnit.GetUnitDamage().ToString(); unitAbility.text = "Ability: " + upgradeUnit.GetAbilityDescription(); }
/// <summary> /// Return the selected Defender's price in Stars /// </summary> /// <returns>Defender price</returns> public int GetSelectedDefenderPrice() { return(selectedDefender.GetComponentInChildren <Defender>().StarCost); }
// Destroy the current selected unit private void RemoveCurrentSelectedDefender() { currentSelectedDefender.SetSelected(false); currentSelectedDefender.GetComponentInChildren <SelectedUnitIndicator>().RemoveSelectedIndicator(); Destroy(currentSelectedDefender.gameObject); }
void SetSortingOrderByRowNumber(Defender defenderObject, Vector2 position) { var numRows = transform.localScale.y; defenderObject.GetComponentInChildren <SpriteRenderer>().sortingOrder = Mathf.RoundToInt(numRows) - Mathf.RoundToInt(position.y); }