} //do we have enough money /// <summary> /// func to setting turret to build /// </summary> /// <param name="turret"></param> public void SetTurretToBuild(TurretBluePrint turret) { turretToBuild = turret; //select turret selectedNode = null; //deselect node nodeUI.Hide(); //hide node ui }
public void SelectTurretToBuild(TurretBlueprint turret) { turretToBuild = turret; selectedNode = null; nodeUI.Hide(); }
private void Update() { if (!mouseOverNode && Input.GetMouseButtonDown(0) && !EventSystem.current.IsPointerOverGameObject()) { print("close"); nodeUI.Hide(); } }
//İnşa edilecek turret bunu yapmak için shop'a reference oluşturmamız public void SelectTurretToBuild(TurretBluePrint turret) { //biri seçiliyken diğeri kullanılmayacak turretToBuild = turret; selectedNode = null; //Turret inşa etmek istediğimizde UI kapalı olacak nodeUI.Hide(); }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { descriptionUI.Hide(); UpgradeUI.Hide(); turretToBuild = null; } }
// Find the selected node public void SelectNode(NodeBehaviour node) { if (selectedNode == node) { DeselectNode(); return; } nodeUI.Hide(); print("deselect the node"); selectedNode = node; itemToBuild = null; nodeUI.SetTarget(node); }
} // public void SelectNode(node node) { if (selectedNode == node) { selectedNode = node; nodeUI.Hide(); return; } selectedNode = node; turretToBuild = null; nodeUI.SetTarget(node); }
public void DeselectNode() { //selectedNode = null; if (nodeUI != null) { nodeUI.Hide(); } }
public void DeselectNode() { somethingSelected = false; selectedNode = null; nodeUI.Hide(); nodeDeselected = true; whichTurretON = false; PathNodes.deselectNow = false; }
public void DeselectNode() { if (selectedNode) { selectedNode.range.SetActive(false); } selectedNode = null; nodeUI.Hide(); }
/// <summary> /// Deselects the node the player currently has selected /// </summary> public void DeselectNode() { if (_selectedNode != null && _selectedNode.turret != null) { _selectedNode.turret.GetComponent <Turret>().Deselected(); } _selectedNode = null; nodeUI.Hide(); }
public void ResetGame() { GameState = LevelState.NotStarted; nodeUI.Hide(); endGameUI.SetActive(false); waveSpawner.Reset(); levelMgr.Reset(); playerStats.Reset(); shop.Reset(); BuildManager.instance.DeselectTurret(); }
public void DeselectNode() { if (selectedNode) { if (selectedNode.GetComponent <LineRenderer>()) { Destroy(selectedNode.GetComponent <LineRenderer>()); } selectedNode = null; nodeUI.Hide(); natureUI.Hide(); } }
public void AddAIDefenders() { GameObject nodes = GameObject.Find("Nodes"); Node[] nl = nodes.GetComponentsInChildren <Node>(); foreach (Node n in nl) { //if (!n.gameObject.activeSelf) //{ // Debug.Log("!n.gameObject.activeSelf"); //} BGBuildManager.instance.SelectNodeToBuild(n); n.BuildTurret(blueprints[0]); } NodeUI ui = FindObjectOfType <NodeUI>(); ui.Hide(); }
public void SelectNode(Node n) { if (node == n) { nodeUI.Hide(); node.rend.material.color = node.startcolor; node = null; return; } if (node != null && node != n) { node.rend.material.color = node.startcolor; } node = n; node.rend.material.color = node.color; turretToBuild = null; nodeUI.SetNode(n); }
public void DisableCanvas() { selectednode = null; nodeui.Hide(); }
private void DeselectNode() { _selectedNode = null; _nodeUI.Hide(); }
public void DeselectNode() { m_SelectedNode = null; m_NodeUI.Hide(); }
public void DeselectNode() { selectedNode = null; nodeUI.Hide(); TowerSelected.ResetImage(); }
public void DeselectNode() { selectednode = null; nodeui.Hide(); }
public void DeselectNode() { selectedNode.ResetMaterial(); selectedNode = null; nodeUI.Hide(); }
public void DeselectedCube() { selectedCube = null; nodeUI.Hide(); }
public void DeselectNode() { HideRadiusVisualizer(); selectedNode = null; nodeUI.Hide(); }
public void SetTurretToBuild(TurretPriceList turret) { turretToBuild = turret; nodeUI.Hide(); }
public void NodeThatDeselected() { NodeThatSelected = null; nodeUI.Hide(); }
public void DeselectCell() { selectedCell = null; nodeUI.Hide(); }
public void DeselectNode() { _selectedTowerFrame = null; SelectedNodeUi.Hide(); }
public void DeselectTile() { _selectedTile = null; nodeUI.Hide(); }
/// <summary> /// The currently selected node is deselected, and the NodeUI menu is hidden. /// </summary> public void DeselectNode() { selectedNode = null; nodeUI.Hide(); }
public void DeselectNode() // deslects the current node and hides { selectedNode = null; // deselects the current node nodeUI.Hide(); // hides it }