コード例 #1
0
    private void UpgradeTo(GameObject HigherLevelTower)
    {
        if (gameData.usac >= HigherLevelTower.GetComponentInChildren <TowerShootsScript>().cost)
        {
            gameData.ChangeUsac(-HigherLevelTower.GetComponentInChildren <TowerShootsScript>().cost);
            GameObject newTower = Instantiate(HigherLevelTower, activeTower.transform.position, Quaternion.identity);
            newTower.transform.Find("Tower sprite").GetComponent <SpriteRenderer>().sortingOrder = activeTower.transform.Find("Tower sprite").GetComponent <SpriteRenderer>().sortingOrder;
            Debug.Log(activeTower.transform.Find("Tower sprite").GetComponent <SpriteRenderer>().sortingOrder.ToString());

            Destroy(activeTower);
            DeactivateRadialMenu();
        }
    }
コード例 #2
0
    public void OnEndDrag(PointerEventData eventData)
    {
        // If the prefab instance is active after dragging stopped, it means
        // it's in the arena so (for now), just drop it in.
        if (hoverTower.activeSelf)
        {
            Instantiate(tower, hoverTower.transform.position, Quaternion.identity);
            gameData.ChangeUsac(-towerPrice);
        }

        // Then set it to inactive ready for the next drag!
        hoverTower.SetActive(false);
    }
コード例 #3
0
    public void Runaway()
    {
        speed = runawaySpeed;
        gameData.ChangeUsac(GetComponent <EnemyHealthScript>().usacValue);
        GameObject[] exitPoints       = GameObject.FindGameObjectsWithTag("ExitPoint");
        GameObject   closestExitPoint = exitPoints[0];

        for (int i = 1; i < exitPoints.Length; i++)
        {
            if (Vector3.Distance(transform.position, closestExitPoint.transform.position) > Vector3.Distance(transform.position, exitPoints[i].transform.position))
            {
                closestExitPoint = exitPoints[i];
            }
        }
        targetToMoveTo = closestExitPoint.transform.position;
        //if (targetToMoveTo.x < transform.position.x)
        //{
        //    ChangeAnimationDirection(WaypointScript.direction.left);
        //}
        //else {
        //    ChangeAnimationDirection(WaypointScript.direction.right);
        //}
    }