/// <summary> /// Hides the information /// </summary> public virtual void Hide() { if (m_State == AnimationState.Hidden) { return; } m_TowerUI.Hide(); anim.Play(hideClipName); m_State = anim[hideClipName].normalizedTime < 1 ? AnimationState.Hiding : AnimationState.Hidden; }
void OnMouseDown() { if (parent.name == "UpgradeOverlay") { if (gameObject.name == "RangeUpBtn") { towerUI.UpgradeRange(); } if (gameObject.name == "DamageUpBtn") { towerUI.UpgradeDamage(); } if (gameObject.name == "CloseBtn") { towerUI.Hide(); } } if (parent.name == "BarracksOverlay") { if (gameObject.name == "SendUnitBtn") { } if (gameObject.name == "BuildModeBtn") { barracksUI.BuildMode(); } if (gameObject.name == "CloseBtn") { barracksUI.Hide(); } } }
/// <summary> /// Upgrades <see cref="currentSelectedTower" />, if possible /// </summary> /// <exception cref="InvalidOperationException"> /// Throws exception when selecting tower when <see cref="State" /> does not equal <see cref="State.Normal" /> /// or <see cref="currentSelectedTower" /> is null /// </exception> public void UpgradeSelectedTower() { if (state != State.Normal) { throw new InvalidOperationException("Trying to upgrade whilst not in Normal state"); } if (currentSelectedTower == null) { throw new InvalidOperationException("Selected Tower is null"); } if (currentSelectedTower.isAtMaxLevel) { return; } int upgradeCost = currentSelectedTower.GetCostForNextLevel(); bool successfulUpgrade = PlayerStats.Instance.TryPurchase(upgradeCost); if (successfulUpgrade) { currentSelectedTower.UpgradeTower(); } towerUI.Hide(); DeselectTower(); }
} // SelectTower() private void FocusOut() { selectedTower = null; towerUI.Hide(); } // FocusOut()
public void DeselectTower() { selectedTile = null; towerUI.Hide(); }
public void DeselectNode() { selectedNode = null; nodeUI.Hide(); }
public void Deselect() { previewable.UnsetPreviewable(); towerUI.Hide(); }
private void BuildingUI() { towerUI.Hide(); towerStatsUI.Hide(); builderUI.Show(); }