void Update() { if (pBuyingCas && Input.GetKeyDown(KeyCode.E)) { //This allows the player to unlock higher upgrade levels when a minimum amount of //carrots has been met if (CarrotScore.carrotScore >= minCarNeededD && gPatches == 80) { purchaseSound.Play(); //Spawns the tower model and tower prefab in a position equal to the lvlUnlock //and incraeses the lvlUnlock Instantiate(CastlePrefab, CasSpawn.position, Quaternion.identity); //Changes the minimum amount of carrots needed to unlock the next upgrade CarrotScore.carrotScore -= minCarNeededD; casBought = true; //The initiates the void function in the CarrotScore script CarrotScore.UpdateCarrotScore(); SceneManager.LoadScene("WinScreen"); } } if (casBought == true) { costText.gameObject.SetActive(false); } }
void Update() { if (pBuyingAB && Input.GetKeyDown(KeyCode.E)) { //This allows the player to unlock higher upgrade levels when a minimum amount of //carrots has been met if (CarrotScore.carrotScore >= minCarNeededAB && lvlUnlockAB <= 3) { //Spawns the ally model and ally bunny prefab in a position equal to the lvlUnlock //and increases the lvlUnlock Instantiate(cPrefabAB, cSpawnAB[lvlUnlockAB].position, Quaternion.identity); Instantiate(ABunny, ABSpawn[lvlUnlockAB].position, ABSpawn[lvlUnlockAB].rotation); lvlUnlockAB += 1; abCount = lvlUnlockAB; purchaseSound.Play(); //Changes the minimum amount of carrots needed to unlock the next upgrade CarrotScore.carrotScore -= minCarNeededAB; switch (lvlUnlockAB) { case 1: minCarNeededAB = 150; break; case 2: minCarNeededAB = 200; break; case 3: minCarNeededAB = 250; break; default: break; } //The initiates the void function in the CarrotScore script CarrotScore.UpdateCarrotScore(); ABCost.UpdateABCost(); if (lvlUnlockAB >= 4) { abBought = true; } } } if (abBought == true) { costText.gameObject.SetActive(false); } }
void Update() { if (pBuyingD && Input.GetKeyDown(KeyCode.E)) { //This allows the player to unlock higher upgrade levels when a minimum amount of //carrots has been met if (CarrotScore.carrotScore >= minCarNeededD && lvlUnlockD <= 3) { //Spawns the tower model and tower prefab in a position equal to the lvlUnlock //and incraeses the lvlUnlock Instantiate(cPrefabD, cSpawnD[lvlUnlockD].position, Quaternion.identity); Instantiate(DTower, DTSpawn[lvlUnlockD].position, Quaternion.identity); lvlUnlockD += 1; purchaseSound.Play(); //Changes the minimum amount of carrots needed to unlock the next upgrade CarrotScore.carrotScore -= minCarNeededD; switch (lvlUnlockD) { case 1: minCarNeededD = 100; break; case 2: minCarNeededD = 150; break; case 3: minCarNeededD = 200; break; default: break; } //The initiates the void function in the CarrotScore script CarrotScore.UpdateCarrotScore(); DTCost.UpdateDTCost(); if (lvlUnlockD >= 4) { dtBought = true; } } } if (dtBought == true) { costText.gameObject.SetActive(false); } }
void Update() { if (pBuyingC && Input.GetKeyDown(KeyCode.E)) { //This allows the player to unlock higher upgrade levels when a minimum amount of //carrots has been met if (CarrotScore.carrotScore >= minCarNeededC && lvlUnlockC <= 3) { //Spawns the carrot prefab in a position equal to the lvlUnlock and increases //the lvlUnlock Instantiate(cPrefabC, cSpawnC[lvlUnlockC].position, Quaternion.identity); lvlUnlockC += 1; purchaseSound.Play(); //Changes the minimum amount of carrots needed to unlock the next upgrade CarrotScore.carrotScore -= minCarNeededC; switch (lvlUnlockC) { case 1: minCarNeededC = 100; break; case 2: minCarNeededC = 200; break; case 3: minCarNeededC = 400; break; default: break; } //The initiates the void function in the CarrotScore script CarrotScore.UpdateCarrotScore(); CarSCost.UpdateCSCost(); if (lvlUnlockC >= 4) { csBought = true; } } } if (csBought == true) { costText.gameObject.SetActive(false); } }