void OnMouseDown() { //blocks the player if they are hovering over a UI overlay. if (EventSystem.current.IsPointerOverGameObject()) { return; } //if there is already a turret, then it will select the node instead. if (tower != null) { buildmanager_script.SelectNode(this); return; } //if the player aren't able to build, then exit out now. if (!buildmanager_script.CanBuild) { return; } //otherwise, build the selected turret on top of this node. BuildTurret(buildmanager_script.GetTurretToBuild()); }
void OnMouseDown() { Debug.Log("!!!!!DO"); if (IsPointerOverUIObject()) { return; } // buildmanager.DisableCanvas(); DisTurretRange(); if (isServer) { if (this.tag != "HostNode") { return; } } if (!isServer) { if (this.tag != "ClientNode") { return; } } if (EventSystem.current.IsPointerOverGameObject()) { return; } if (turret != null) { buildmanager.DisBuild(); buildmanager.ResetNodeUIColor(); SelectAudiance.Play(); if (turret.tag == "turret" | turret.tag == "UpgradedTurret") { DisTurretRange(); Tower tower = turret.GetComponent <Tower>(); tower.ShowRange(); buildmanager.SelectNode(this); } else if (turret.tag == "path") { AstarPath.active.AddWorkItem(new AstarWorkItem(() => { // Safe to update graphs here var node = AstarPath.active.GetNearest(transform.position).node; node.Walkable = false; })); StartCoroutine(WaitForAstar()); } else if (turret.tag == "MoneyTurret") { Debug.Log("TouchMony!!!"); turret.GetComponent <MoneyTurret>().Money(); } else if (turret.tag == "HolyTurret") { Debug.Log("Heal!!!!"); turret.GetComponent <HolyTurret>().Heal(); } return; } else { buildmanager.OffNodeUI(); } if (!buildmanager.CanBuild) { return; } }