void onTower1() { if (!StaticClasses.getActive(towerNum) && StaticClasses.Score >= 100) { Debug.Log("Click 1"); StaticClasses.towers[towerNum - 1] = GameObject.Instantiate(tower1Pre); StaticClasses.towers[towerNum - 1].transform.position = new Vector3(this.cube.transform.position.x, this.cube.transform.position.y, this.cube.transform.position.z); StaticClasses.toggleActive(this.towerNum); StaticClasses.toggleTower(towerNum); StaticClasses.Score -= 100; TowerHealth.towerHealth[towerNum - 1].gameObject.SetActive(true); } }
// Update is called once per frame void Update() { int i; for (i = 0; i < 4; i++) { towerHealth[i].value = StaticClasses.newTowerLife[i]; if (towerHealth[i].value <= 0) { Destroy(StaticClasses.towers[i]); StaticClasses.toggleActive(i + 1); StaticClasses.newTowerLife[i] = 100; towerHealth[i].value = 100; towerHealth[i].gameObject.SetActive(false); StaticClasses.toggleTower(i + 1); //kill tower Debug.Log("temp"); } } }