Esempio n. 1
0
    //Method to make the buying system work.
    public void BuyItem(BarrackItem item)
    {
        //Check if the player has the amount of gold needed to buy the Unit.
        if (gm.playerTurn == 1 && item.cost <= gm.player1Gold)
        {
            gm.player1Gold -= item.cost;
            player1Menu.SetActive(false);
        }
        else if (gm.playerTurn == 2 && item.cost <= gm.player2Gold)
        {
            gm.player2Gold -= item.cost;
            player2Menu.SetActive(false);
        }
        else
        {
            print("Not enough Gold!");
            return;
        }

        gm.UpdateGoldText();

        gm.purchasedItem = item;

        if (gm.selectedUnit != null)
        {
            gm.selectedUnit.selected = false;
            gm.selectedUnit          = null;
        }

        GetCreatableTiles();
    }
Esempio n. 2
0
    public void BuyItem(BarrackItem item)
    {
        if (gm.playerTurn == 1 && item.cost <= gm.player1Gold)//check to see if the player has enough gold
        {
            gm.player1Gold -= item.cost;
            player1Menu.SetActive(false);
        }

        else if (gm.playerTurn == 2 && item.cost <= gm.player2Gold)
        {
            gm.player2Gold -= item.cost;
            player2Menu.SetActive(false);
        }

        else //if player doe not have enough gold
        {
            print("Insufficient gold.");
            return; //exit the function
        }

        gm.UpdateGoldText(); //update the ui after a purchase

        gm.purchasedItem = item;

        if (gm.selectedUnit != null) //deselect any selected units to prepare to create a unit
        {
            gm.selectedUnit.selected = false;
            gm.selectedUnit          = null;
        }

        GetCreatableTiles();
    }
Esempio n. 3
0
    public void BuyUnit(BarrackItem item)
    {
        if (gm.playerTurn == 1 && item.cost <= gm.player1Gold)
        {
            gm.player1Gold -= item.cost;
            player1Menu.SetActive(false);
        }
        else if (gm.playerTurn == 2 && item.cost <= gm.player2Gold)
        {
            player2Menu.SetActive(false);
            gm.player2Gold -= item.cost;
        }
        else
        {
            print("NOT ENOUGH GOLD, SORRY!");
            return;
        }

        gm.UpdateGoldText();

        gm.purchasedItem = item;

        if (gm.selectedUnit != null)
        {
            gm.selectedUnit.selected = false;
            gm.selectedUnit          = null;
        }
        // DeselectUnit();
        GetCreatableTiles();
    }
Esempio n. 4
0
    public void BuyItem(BarrackItem item)
    {
        if (gm.playerTurn == 1 && item.cost <= gm.player1Gold)
        {
            gm.player1Gold -= item.cost;
            player1Menu.SetActive(false);
        }
        else if (gm.playerTurn == 2 && item.cost <= gm.player2Gold)
        {
            gm.player2Gold -= item.cost;
            player2Menu.SetActive(false);
        }
        else
        {
            print("NOT ENOUGH GOLD!");
            return;
        }

        gm.UpdateGoldText();

        gm.purchasedItem = item; //stores the currently purchased unit

        if (gm.selectedUnit != null)
        {
            gm.selectedUnit.selected = false;
            gm.selectedUnit          = null;
        }

        GetCreatableTiles();
    }
Esempio n. 5
0
 private void OnMouseDown()
 {
     if (isWalkable && gm.selectedUnit != null)
     {
         gm.selectedUnit.Move(this.transform.position);
     }
     else if (isCreatable == true)
     {
         BarrackItem item = Instantiate(gm.purchasedItem, new Vector2(transform.position.x, transform.position.y), Quaternion.identity); //spawns the purchased item on the selected tile
         gm.ResetTiles();
         Units unit = item.GetComponent <Units>();
         if (unit != null)
         {
             unit.hasAttacked = true;
             unit.hasMoved    = true;
         }
     }
 }
Esempio n. 6
0
 private void OnMouseDown()
 {
     if (isWalkable == true && gm.selectedUnit != null)
     {
         gm.selectedUnit.Move(this.transform);
     }
     else if (isCreatable)
     {
         BarrackItem item = Instantiate(gm.purchasedItem, new Vector2(Mathf.Round(transform.position.x), Mathf.Round(transform.position.y)), Quaternion.identity);
         gm.ResetTiles();
         Units unit = item.GetComponent <Units>();
         if (unit != null)
         {
             unit.hasMoved  = true;
             unit.hasAttack = true;
         }
     }
 }
Esempio n. 7
0
    private void OnMouseDown()
    {
        if (isWalkable == true && gm.selectedUnit != null) //if the tile is walkable and a unit is selected
        {
            gm.selectedUnit.Move(this.transform.position);
        }

        else if (isCreatable == true)
        {
            BarrackItem item = Instantiate(gm.purchasedItem, new Vector2(transform.position.x, transform.position.y), Quaternion.identity);
            gm.ResetTiles();  //instantiate the chosen unit type and reset tiles
            Unit unit = item.GetComponent <Unit>();
            if (unit != null) //if a unit was purchased, not a chest, make sure it is unable to move that same turn
            {
                unit.hasMoved    = true;
                unit.hasAttacked = true;
            }
        }
    }
Esempio n. 8
0
 private void OnMouseDown()
 {
     if (isWalkable && gm.SelectedUnit != null)
     {
         gm.SelectedUnit.Move(this.transform.position);
     }
     else if (isCreatable)
     {
         Debug.Log("Create");
         BarrackItem item = Instantiate(gm.purchasedItem, new Vector2(transform.position.x, transform.position.y), Quaternion.identity);
         gm.ResetTiles();
         Unit unit = item.GetComponent <Unit>();
         if (unit != null)
         {
             unit.hasAttacked = true;
             unit.hasMoved    = true;
         }
     }
 }
Esempio n. 9
0
    public void BuyItem(BarrackItem item)
    {
        if (gm.playerTurn == PlayerTurn.BLUE && item.Cost <= gm.Player1Gold)
        {
            gm.Player1Gold -= item.Cost;
            Player1Menu.SetActive(false);
        }
        else if (gm.playerTurn == PlayerTurn.RED && item.Cost <= gm.Player2Gold)
        {
            gm.Player2Gold -= item.Cost;
            Player2Menu.SetActive(false);
        }
        else
        {
            return;
        }

        gm.UpdateGoldText();
        gm.purchasedItem = item;

        gm.SetSelectedUnit(null);

        GetCreatableTiles();
    }