public Tower SetTowerBaseAndHead2() { if (towerLog == null) { towerLog = FindObjectOfType <PlayerTowerLog>(); } knownTowerParts = new Dictionary <string, int>(); List <Dropdown.OptionData> list = towerTurret.options; string tower = list[towerTurret.value].text;//towerTurret.options(towserTurret.value).text; knownTowerParts = towerLog.GetTowerParts(tower); FocusDynamicTowerType(knownTowerParts); return(decidedTower); }
public Tower PickTower(ref Tower turretBase, ref GameObject towerHead, ref int baseType, ref int towerBarrelType, ref string tower) { List <Dropdown.OptionData> list = towerTurret.options; tower = list[towerTurret.value].text; //if (towerLog == null) //{ towerLog = FindObjectOfType <PlayerTowerLog>(); //} if (changingTowerType) { baseType = 0; towerBarrelType = 0; // I only enter it once per 'change' //SetTowerBaseAndHead2(); changingTowerType = false; } else { knownTowerParts = towerLog.GetTowerParts(tower); // knownTowerParts is my list of parts for this given tower type., i pass in the name of the dropdown to access its enum int. baseType = knownTowerParts[towerBase.options[towerBase.value].text]; towerBarrelType = knownTowerParts[towerBarrel.options[towerBarrel.value].text]; } //towerTurret.options(towerTurret.value).text; if (tower.Contains("Rifled")) { FocusRifledTowers(ref turretBase, ref towerHead, towerBarrelType, baseType); } //if (tower.Contains("AssaultTower")) //{ // FocusAssaultTowers(ref turretBase, ref towerHead, towerBarrelType, baseType); //} if (tower.Contains("Flame")) { FocusFireTowers(ref turretBase, ref towerHead, towerBarrelType, baseType); } if (tower.Contains("Light")) { FocusLighteningTowers(ref turretBase, ref towerHead, towerBarrelType, baseType); } if (tower.Contains("Plasma")) { FocusPlasmaTowers(ref turretBase, ref towerHead, towerBarrelType, baseType); } if (tower.Contains("Frost")) { FocusSlowTowers(ref turretBase, ref towerHead, towerBarrelType, baseType); } return(decidedTower); }