public void SellTurret() { PlayerStats.Money += turretBlueprint.GetSellAmount(); GameObject effect = (GameObject)Instantiate(BuildManager.share.sellEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); Destroy(turret); turretBlueprint = null; }
public void Selectnodo(Nodo nodo) { if (Nodoselected == nodo) { DeselectNodo(); return; } Nodoselected = nodo; TurretTobuild = null; nodoui.SetTarget(nodo); }
//--------------------------------------------------------------------------------------------------------------------------------------------// // // // Awake(); // // // //--------------------------------------------------------------------------------------------------------------------------------------------// #region Code Summary Awake /// <summary> /// Awake is called before start. used to make sure that certain instances are instantiated before being used in Start() /// ----------- /// Used to make sure there is only ONE instance of Buildmanager and sets the buildmanagerinstance to the current GameObject /// </summary> #endregion void Awake() { if (BuildManagerInstance != null) { Debug.LogError("More Than One BuildManagerInstance in this Scene"); return; } BuildManagerInstance = this; DeselectNode(); BuildThisTurret = null; }
public void SelectNode(NodeScript node) { if (selectedNode == node) { DeselectNode(); return; } BuildThisTurret = null; selectedNode = node; nodeUI.SetTarget(node); }
public void SelectNode(Node node) { if (selectedNode == node) { DeselectNode(); return; } selectedNode = node; turretToBuild = null; nodeUI.SelectTargetNode(selectedNode); }
void BuildTurret(TurretBlueprints blueprint) { if (PlayerStats.Money < blueprint.cost) { Debug.Log("Not enough moeny to build that"); return; } PlayerStats.Money -= blueprint.cost; SoundManager.playSound("build"); GameObject _turret = (GameObject)Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity); turret = _turret; turretBlueprint = blueprint; GameObject effect = (GameObject)Instantiate(BuildManager.share.buildEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); Debug.Log("Turret Build"); }
public void SelectTurretTobuild(TurretBlueprints turret) { TurretTobuild = turret; DeselectNodo(); }
//--------------------------------------------------------------------------------------------------------------------------------------------// // // // GetBuildThisTurret(); // // // //--------------------------------------------------------------------------------------------------------------------------------------------// #region Code Summary GetBuildThisTurret /// <summary> /// Gets the selected turret to build /// </summary> /// <returns> /// selected turret prefab /// </returns> #endregion //--------------------------------------------------------------------------------------------------------------------------------------------// // // // SetBuildThisTurret(); // // // //--------------------------------------------------------------------------------------------------------------------------------------------// public void SetBuildThisTurret(TurretBlueprints pTurret) { BuildThisTurret = pTurret; DeselectNode(); }
public void SelectTurretToBuild(TurretBlueprints turret) { turretToBuild = turret; DeselectNode(); }