// Update is called once per frame void Update() { float dist = navMesh.remainingDistance; if (dist != Mathf.Infinity && navMesh.pathStatus == NavMeshPathStatus.PathComplete & dist < targetDistance) { // Finish if (FinanceManager.TryWithdrawal(banishCost)) { LogTurretDamage(); WaveManager.CreeperDies(); } else { WaveManager.Defeat(); } Destroy(gameObject); } }
public void BuildTurret() { Debug.Log("Build Turret"); if (WaveManager.getCurrentPhase() != WaveManager.WaveManagerPhase.StopGame) { //Check if already built, try to upgrade? if (MagicStoneInterface.GetTurret() != null) { //Turret already exist. We need to check it for upgrade possibilities. if (2 > 3) //FIXME check for upgradeability // Upgrade { } else { //FIXME sfx error building/upgrading turret. NO WAI } } else { if (FinanceManager.TryWithdrawal(1)) //FIXME we need cost variable //gameObject.SetActive (false); { if (buildingActivity != null) { buildingActivity.SetActive(true); } StartCoroutine("BuildTurretCoroutine"); } else { //FIXME sfx turret build error no money } } } }