public void UpgradeTier() { // Check if enough money if (!HasEnoughMoney(evolveCostT2)) { Debug.Log("Not enough money"); return; } // Return if already at max if (sentryTier >= 2) { return; } else { audioSource.PlayOneShot(evolve); stats.AddMoney(-evolveCostT2); stats.sentry.Evolve(); sentryTier = stats.sentry.currentTier; evolveCostT2 = evolveCostT3; UpdateTexts(); } }
private void RunDeathSequence() { // Add money stats.AddMoney(moneyDrop); stats.enemiesKilled++; stats.UpdateStatsAll(); Instantiate(deathParticles, transform.position, Quaternion.identity); cam.Shake(); Destroy(gameObject); }