public override void Upgrade(TowerUpgradeDirection direction, Game game) { base.Upgrade(direction, game); if (direction == TowerUpgradeDirection.Range) { float radius = Range / 30f; TowerInstance.GetComponent <CircleCollider2D>().radius = radius; TowerInstance.transform.GetChild(0).localScale = new Vector3(2f * radius, 2f * radius, 1f); } }
public override void ElementUpgrade(ElelmentType elementType, Game game) { base.ElementUpgrade(elementType, game); switch (elementType) { case ElelmentType.Ice: TowerInstance.GetComponent <SpriteRenderer>().color = new Color(170f / 255f, 255f / 255f, 228 / 255f); break; case ElelmentType.Fire: TowerInstance.GetComponent <SpriteRenderer>().color = new Color(255f / 255f, 84f / 255f, 0f / 255f); break; case ElelmentType.Thunder: TowerInstance.GetComponent <SpriteRenderer>().color = new Color(120f / 255f, 56f / 255f, 138f / 255f); break; case ElelmentType.Wind: TowerInstance.GetComponent <SpriteRenderer>().color = new Color(160f / 255f, 255f / 255f, 171f / 255f); break; case ElelmentType.Poison: TowerInstance.GetComponent <SpriteRenderer>().color = new Color(37f / 255f, 82f / 255f, 33f / 255f); break; case ElelmentType.Wood: TowerInstance.GetComponent <SpriteRenderer>().color = new Color(0f / 255f, 197f / 255f, 9f / 255f); break; } if (elementType == ElelmentType.Wind) { float radius = Range / 30f; TowerInstance.GetComponent <CircleCollider2D>().radius = radius; TowerInstance.transform.GetChild(0).localScale = new Vector3(2f * radius, 2f * radius, 1f); } }