public void onStandardTurret(bool isOn) { if (isOn) { selectedTurretDate = StandardTurret; } }
public void onLaserTurret(bool isOn) { if (isOn) { selectedTurretDate = LaserTurret; } }
public void onMissileTurret(bool isOn) { if (isOn) { selectedTurretDate = MissileTurret; } }
public void creatTurret(turretDate gam) { turretDate1 = gam; mapCubeGo = GameObject.Instantiate(gam.turretPrefab[turretLevel], this.transform.position, Quaternion.identity); GameObject effect = GameObject.Instantiate(buildEffect, this.transform.position, Quaternion.identity); Destroy(effect, 1f); turretLevel++; }
void Update() { if (Input.GetMouseButtonDown(0)) { if (EventSystem.current.IsPointerOverGameObject() == false) { if (isShowUIgrade == true) { HideUpgradeUI(); } Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; bool iscollider = Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("mapCube")); //判断是否碰到了地图块 if (iscollider) { //获取地图块数据 mapCube mc = hit.collider.gameObject.GetComponent <mapCube>(); cube = mc; if (selectedTurretDate != null && mc.mapCubeGo == null) { //判断钱够不够 if (money >= selectedTurretDate.turretPrefab[0].GetComponent <turret>().turretCost) { //可以创建,先减钱再创建 changeMoney(-selectedTurretDate.turretPrefab[0].GetComponent <turret>().turretCost); mc.creatTurret(selectedTurretDate); foreach (var item in toggles) { if (item.GetComponent <Toggle>().isOn == true) { item.GetComponent <Toggle>().isOn = false; selectedTurretDate = null; } } } else { //播放钱不够动画 ani.SetTrigger("flicker"); } } else if (mc.mapCubeGo != null) { //升级ui显示 if (isShowUIgrade == false) { //判断是否已经满级 if (cube.turretLevel > 4) { showUpgradeUI(cube.transform.position, false); } else { showUpgradeUI(cube.transform.position, true); } } else { HideUpgradeUI(); } } } } } }