public void BuildSlime(GameObject _slime, SlimeBlueprint _blueprint) { slime = _slime; slimeblueprint = _blueprint; tile.enabled = true; gameManager.nodeList.Add(this); }
private void TextSetting(SlimeBlueprint slime, int num) { if (prevNum != num) { ShopButtonReset(prevNum); } prevNum = num; shopButtons[num].SetShopButtonColor(yellowColor); shopButtons[num].ShopButtonPressed(); }
void Spawn_Size_1x2_Slime(SlimeBlueprint blueprint, Vector3 offset) { nodeList = new List <Node>(); Vector3 buildOffset = CanBuild1x2(nodeList); if (buildOffset != Vector3.zero) { _slime = PhotonNetwork.Instantiate(blueprint.slimePrefab.name, GetBuildPos(buildOffset + offset), Quaternion.identity, 0); for (int i = 0; i < nodeList.Count; i++) { nodeList[i].BuildSlime(_slime, blueprint); nodeList[i].nodeList = nodeList.ToList(); } } }
void SpawnSlime(SlimeBlueprint blueprint) { //Check Player Cost > slime money -> can build if (PlayerStats.playerCost < blueprint.cost) { return; } int size = blueprint.size; Vector3 offset = blueprint.spawnPosOffset; switch (size) { case 1: buildPosition = GetBuildPos(offset); _slime = PhotonNetwork.Instantiate(blueprint.slimePrefab.name, buildPosition, Quaternion.identity, 0); BuildSlime(_slime, blueprint); break; case 2: Spawn_Size_1x2_Slime(blueprint, offset); break; case 4: Spawn_Size_2x2_Slime(blueprint, offset); break; default: break; } if (slime) { playerStats.PurchaseSlime(blueprint.cost); PlayerShop.Instance.ButtonsUpdate(); } //Building effect }
// Use this for initialization void Start() { /* Create Player Shop's monster builds */ for (int i = 0; i < blueprint.Length; i++) { if (pDeck.deck[i] != null) { blueprint[i] = new SlimeBlueprint(pDeck.deck[i], GetShopPrefab(i)); int cost = blueprint[i].cost; Sprite sprite = PhotonNetwork.isMasterClient ? blueprint[i].icon_red : blueprint[i].icon_blue; int size = blueprint[i].size; shopButtons[i].SetupShopButton(cost, sprite, size); } else { blueprint[i] = null; shopButtons[i].SetShopButtonInteractable(false); } } /* Update Shop buttons by cheching player's money */ ButtonsUpdate(); }
public void ClearSlimeToSpawn() { slimeToSpawn = null; }
public void SelectSlimeToSpawn(SlimeBlueprint slime) { slimeToSpawn = slime; }