void OnMouseDown() { GameManager gameManager = GameObject.FindObjectOfType <GameManager>(); if (gameManager.turret == "turret1") { if (gameManager.coin >= 5) { gameManager.Modifycoin(-5); turret1.SetActive(true); Turret1 tur1 = turret1.GetComponent <Turret1>(); StartCoroutine(tur1.cycle()); gameManager.HideTurret(); } else { gameManager.HideTurret(); } } else if (gameManager.turret == "turret2") { if (gameManager.coin >= 10) { gameManager.Modifycoin(-10); turret2.SetActive(true); weapon tur2 = turret2.GetComponent <weapon>(); StartCoroutine(tur2.cycle()); gameManager.HideTurret(); } else { gameManager.HideTurret(); } } else if (gameManager.turret == "turret3") { if (gameManager.coin >= 15) { gameManager.Modifycoin(-15); turret3.SetActive(true); Turret3 tur3 = turret3.GetComponent <Turret3>(); StartCoroutine(tur3.cycle()); gameManager.HideTurret(); } else { gameManager.HideTurret(); } } print("Input"); }
// Use this for initialization void Start() { //particlesystem = (ParticleSystem)deathParticle.GetComponent("ParticleSystem"); controller = GetComponent <CharacterController>(); player = GameObject.FindWithTag("Player"); buildingOne = GameObject.FindWithTag("Building1"); buildingTwo = GameObject.FindWithTag("Building2"); turretScript = FindObjectOfType(typeof(Turret3)) as Turret3; //player.GetComponent<Turret3>(); //levelOneScript = FindObjectOfType(typeof(Level1))as Level1; EnemyInput(); //target = buildingOne.transform; }
private void OnTriggerStay2D(Collider2D collision) { if (collision.gameObject.name == "Turret1Check" && upgradingTurretsBool == false) { turretScript = collision.gameObject.GetComponentInParent <Turret>(); openWindow = true; UpgradingTurretsObjects[0] = turretScript.upgradeButtons[0]; UpgradingTurretsObjects[1] = turretScript.upgradeButtons[1]; UpgradingTurretsObjects[0].SetActive(true); UpgradingTurretsObjects[1].SetActive(true); UpgradingTurretsObjects[2].SetActive(true); upgradingTurretsBool = true; } // this if statement is only used to reset test to false so that OnClickEvent() starts being called again if (collision.gameObject.name == "Turret1Check") { if (pauseMovement == true) { pauseMovement = false; } } //using turret2check so the range collider doesnt trigger if (collision.gameObject.name == "Turret2Check" && upgradingTurretsBool == false) { turret2Script = collision.gameObject.GetComponentInParent <Turret2>(); UpgradingTurretsObjects[3] = turret2Script.upgradeWindows[0]; UpgradingTurretsObjects[4] = turret2Script.upgradeWindows[1]; openWindow = true; UpgradingTurretsObjects[3].SetActive(true); UpgradingTurretsObjects[4].SetActive(true); UpgradingTurretsObjects[5].SetActive(true); upgradingTurretsBool = true; } // this if statement is only used to reset test to false so that OnClickEvent() starts being called again if (collision.gameObject.name == "Turret2Check") { if (pauseMovement == true) { pauseMovement = false; } } if (collision.gameObject.name == "Turret3Check" && upgradingTurretsBool == false) { turret3Script = collision.gameObject.GetComponentInParent <Turret3>(); UpgradingTurretsObjects[6] = turret3Script.upgradeWindows[0]; UpgradingTurretsObjects[8] = turret3Script.upgradeWindows[1]; openWindow = true; UpgradingTurretsObjects[6].SetActive(true); UpgradingTurretsObjects[7].SetActive(true); UpgradingTurretsObjects[8].SetActive(true); upgradingTurretsBool = true; } // this if statement is only used to reset test to false so that OnClickEvent() starts being called again if (collision.gameObject.name == "Turret3Check") { if (pauseMovement == true) { pauseMovement = false; } } if (collision.gameObject.tag == "TurretZone" && gC.purchaseTurretWindow == false) { buyingTurretScript = collision.gameObject.GetComponent <BuyingTurret>(); if (buyingTurretScript.turretSpawned == false) { purchaseTurretButtons[0] = buyingTurretScript.purchaseTurretsButton[0]; purchaseTurretButtons[0].SetActive(true); purchaseTurretButtons[1].SetActive(true); openWindow = true; gC.purchaseTurretWindow = true; } } }