public void sellTurret() { PlayerStats.Money += turBp.getSellAmount(isUpgraded); //Spawn Destroy Effect GameObject effect = (GameObject)Instantiate(buildManager.buildEffect, GetBuildPosition(), Quaternion.identity); Destroy(turret); isUpgraded = false; Destroy(effect, 5f); turBp = null; }
//giving null oject reference //public bool HasMoney { get { return PlayerStats.Money >= turretToBuild.cost; } } // public void buildTurretOn (Node node) // { // } public void SelectNode(Node node) { if (selectedNode == node) { DeselectNode(); return; } selectedNode = node; turretToBuild = null; nodeUI.SetTarget(node); }
/// <summary> /// Selects the platform. /// </summary> /// <param name="platform">Selected platform.</param> public void SelectPlatform(Platform platform) { if (selectedPlatform == platform) { DeselectPlatform(); return; } selectedPlatform = platform; turretToBuild = null; upgradeUI.setTargetPlatform(selectedPlatform); }
/// <summary> /// Builds the turret. /// </summary> /// <param name="_turretBp">Turret's blueprint.</param> void BuildTurret(TurretBp _turretBp) { if (!towerBildManager.HasMoneyToBuild) { return; } PlayerStats.Instance.SpendMoney(_turretBp.cost); GameObject _turret = (GameObject)Instantiate(_turretBp.turretPrefab, GetBuildPosition(), Quaternion.identity); turret = _turret; turretBp = _turretBp; GameObject buildEffect = (GameObject)Instantiate(_turretBp.buildEffect, GetBuildPosition(), Quaternion.identity); Destroy(buildEffect, 5f); }
void buildTurret(TurretBp Bp) { if (PlayerStats.Money < Bp.cost) { Debug.Log("Not enough money to build turret"); return; } PlayerStats.Money -= Bp.cost; //Build a turret GameObject tur = (GameObject)Instantiate(Bp.prefab, GetBuildPosition() + Bp.positionOffset, Quaternion.identity); // GameObject turret = (GameObject)Instantiate(turretToBuild.prefab, node.GetBuildPosition() , Quaternion.identity); turret = tur; turBp = Bp; GameObject effect = (GameObject)Instantiate(buildManager.buildEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); }
/// <summary> /// Sets selected turret blueprint. /// </summary> /// <param name="turret">Turret blueprint.</param> public void SelectTurretToBuild(TurretBp turret) { turretToBuild = turret; selectedPlatform = null; upgradeUI.Hide(); }
public void SelectTurretToBuild(TurretBp turret) { turretToBuild = turret; DeselectNode(); }