// Use this for initialization void Start() { rTower = Tower.GetComponent <RangedTower>(); }
public static Tower BuyTower(TowerType type) { Console.WriteLine("Buy Tower called"); Tower tower = null; if (!Tower.PlacingTower) { switch (type) { case TowerType.MeleeTower: tower = new MeleeTower(); tower.Type = TowerType.MeleeTower; break; case TowerType.RangedTower: tower = new RangedTower(); tower.Type = TowerType.RangedTower; break; case TowerType.SlowTower: tower = new SlowTower(); tower.Type = TowerType.SlowTower; break; } int gold = Player.Gold, cost = tower.Cost; if (gold >= cost) { tower.Width = (float)tower.Texture.Width; tower.Height = (float)tower.Texture.Height; TowersList.Add(tower); tower.TowerState = TowerState.Placing; Tower.PlacingTower = true; //Console.WriteLine("Player buying tower of type: " + type.ToString()); } else { Console.WriteLine("Error: Player cannot afford to buy this tower"); tower = null; } } else { Console.WriteLine("Error: Already placing tower"); tower = null; } return tower; }