void onTower1()
    {
        if (!StaticClasses.getActive(towerNum) && StaticClasses.Score >= 100)
        {
            Debug.Log("Click 1");
            StaticClasses.towers[towerNum - 1] = GameObject.Instantiate(tower1Pre);
            StaticClasses.towers[towerNum - 1].transform.position = new Vector3(this.cube.transform.position.x, this.cube.transform.position.y, this.cube.transform.position.z);
            StaticClasses.toggleActive(this.towerNum);
            StaticClasses.toggleTower(towerNum);
            StaticClasses.Score -= 100;

            TowerHealth.towerHealth[towerNum - 1].gameObject.SetActive(true);
        }
    }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        int i;

        for (i = 0; i < 4; i++)
        {
            towerHealth[i].value = StaticClasses.newTowerLife[i];
            if (towerHealth[i].value <= 0)
            {
                Destroy(StaticClasses.towers[i]);
                StaticClasses.toggleActive(i + 1);
                StaticClasses.newTowerLife[i] = 100;
                towerHealth[i].value          = 100;
                towerHealth[i].gameObject.SetActive(false);
                StaticClasses.toggleTower(i + 1);
                //kill tower
                Debug.Log("temp");
            }
        }
    }