public void SellTurret() { Destroy(turret); GameObject effect = (GameObject)Instantiate(BuildManager.instance.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 10f); StatsManager.Money += turretBlueprint.GetSellValue(); turretBlueprint = null; }
/// <summary> /// Sell a selected turret /// </summary> public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellValue(); //Create a selleffect object GameObject sellEffect = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); GameObject turretDestroyEffect = (GameObject)Instantiate(buildManager.destroyEffect, GetBuildPosition(), Quaternion.identity); Destroy(sellEffect, 5f); Destroy(turretDestroyEffect, 5f); Destroy(turret); turretBlueprint = null; }
public void SellTurret() { PlayerAttributes.Money += turretBlueprint.GetSellValue(); GameObject effect = (GameObject)Instantiate(buildManager.sellEffect, GetBuildPos(), Quaternion.identity); Destroy(effect, 5f); Destroy(turret); turretBlueprint = null; isUpgraded = false; Debug.Log("Turret Sold!"); }
public void SellTurret() { // Add money at half the cost spent PlayerStats.Money += turretBlueprint.GetSellValue(tower.turretMaximized); // Destroy turret and kill references Destroy(turret); turret = null; // Play effect GameObject effect = Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); // Update money counter Debug.Log("Turret sold!"); PlayerStats.UpdateMoney(); }
public void SellTurret() { // Add money at half the cost spent PlayerStats.Money += turretBlueprint.GetSellValue(towerBuilded.numberOfUpgrades); // Destroy turret and kill references turret.SetActive(false); turret = null; // Play effect //GameObject effect = Instantiate(buildManager.sellEffect, GetBuildPosition(), Quaternion.identity); //Destroy(effect, 5f); StartCoroutine(Effect.PlayEffect(sellEffect, transform)); // Update money counter Debug.Log("Turret sold!"); PlayerStats.UpdateMoney(); }