void BuildRoadShortEvent() { if (costs.Purchasable(costs.roadShort)) // have this return a build to check if we can build, if this returns false, have the buildCosts do the alerting that we don't have enough funds { start = true; buildingSelection = roadShort; PlaceStartingBuilding(roadShort); } }
void BuyLandGridClickedEvent() { if (costs.Purchasable(costs.land)) { if (!buyLandGridToggle) { landParcel.SetActive(true); // GO = landParcel; CreateGameObject(landParcel); startDraggingBuyLandSelector = true; destroyToggle = false; } else if (buyLandGridToggle) { landParcel.SetActive(false); startDraggingBuyLandSelector = false; } if (destroyToggle) { buyLandGridToggle = !buyLandGridToggle; } } }
public void BuyLandEvent() { if (costs.Purchasable(costs.land)) { // set the snap to grid level, but keep in mind, will need to declare the snap to grid level for each build method gridSize = 64.0f; Debug.Log("Buying land!"); start = true; buildingSelection = land; PlaceStartingBuilding(land); } }