Esempio n. 1
0
    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");
    }
Esempio n. 2
0
    // 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;
    }
Esempio n. 3
0
    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;
            }
        }
    }