public bool Steal() { Health H = transform.GetComponent <Health>(); if (Level > 0) { SetLevel(Level - 1); return(true); Game_manager.ChatMessage("Downgrading Tower..."); } if (H.CurrentHealth > 10) { Game_manager.ChatMessage("Robbing Tower..."); H.DoDamage(10); return(true); } Game_manager.ChatMessage("Don't kill Towers! plz?"); return(false); }
public bool Invest(int Amount) { Health H = transform.GetComponent <Health>(); if (H.CurrentHealth < H.MaxHealth) { H.DoDamage(-10 * Amount); Game_manager.ChatMessage("Healing Tower..."); return(true); } if (Level < 2 && Game_manager.DecreaseKapital(Game_manager.Kapital / 20 + 20)) { Game_manager.ChatMessage("Upgrading Tower..."); SetLevel(Level + 1); return(true); } else { Game_manager.ChatMessage("Tower maxed."); } return(false); }
public bool Shoot() { if (EnemiesInRange.Count == 0) { return(false); } System.Random R = new System.Random(); Transform Target = null; foreach (Transform turret in ActiveTurrets) { Target = EnemiesInRange[R.Next(0, EnemiesInRange.Count - 1)]; Lasers[ActiveTurrets.IndexOf(turret)].SetPositions(new Vector3[] { turret.GetChild(turret.childCount - 1).transform.position, Target.position }); turret.rotation = Quaternion.LookRotation(Vector3.ProjectOnPlane(Target.position - turret.position, Vector3.up), Vector3.up); if (Target.GetComponent <Health>().DoDamage(10)) { EnemiesInRange.Remove(Target); Game_manager.ChatMessage("Enemy down!"); } } return(true); }