private void OnMouseOver()
 {
     if (!EventSystem.current.IsPointerOverGameObject() && TowerSpawn.TowerPrefab == null && Input.GetMouseButtonDown(0))
     {
         GameManager GM = GameObject.FindObjectOfType <GameManager>();
         Upgrade     UP = GameObject.FindObjectOfType <Upgrade>();
         UP.DeselectSoldier();
         GM.DeselectTower();
     }
 }
    void HandleEsc()
    {
        Upgrade Up = GameObject.FindObjectOfType <Upgrade>();

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            GameManager GM = GameObject.FindObjectOfType <GameManager>();
            GM.DeselectTower();
            Up.DeselectSoldier();
        }
    }
 public void Sell()
 {
     if (towerSelect != null)
     {
         towerSelect.GetComponentInParent <TileScript>();
         Destroy(towerSelect.transform.parent.gameObject);
         tile.GetComponent <TileScript>();
         tile.isEmpty = true;
         Upgrade UP = GameObject.FindObjectOfType <Upgrade>();
         UP.DeselectSoldier();
         DeselectTower();
         Gold += 50;
     }
 }
    private void OnMouseOver()
    {
        GameManager GM = GameObject.FindObjectOfType <GameManager>();
        Upgrade     Up = GameObject.FindObjectOfType <Upgrade>();
        TowerBTN    TB = GameObject.FindObjectOfType <TowerBTN>();

        colorTile(Color.blue);
        if (!EventSystem.current.IsPointerOverGameObject() && TowerSpawn.TowerPrefab != null)
        {
            if (isEmpty)
            {
                colorTile(emptyColor);
            }
            if (!isEmpty)
            {
                colorTile(fullcolor);
            }
            else if (Input.GetMouseButtonDown(0))
            {
                PlaceTower();
                GM.Gold -= TowerBTN.Price;
                TB.DeactivateSprite();
            }
        }
        else if (!EventSystem.current.IsPointerOverGameObject() && TowerSpawn.TowerPrefab == null && Input.GetMouseButtonDown(0))
        {
            if (mytower != null && mysoldier != null)
            {
                GM.SelectTower(mytower, mytile);
                Up.SelectSoldier(mysoldier);
            }
            else
            {
                GM.DeselectTower();
                Up.DeselectSoldier();
            }
        }
    }