// Update is called once per frame void Update() { currencyAvailable = GameObject.Find("GameManager").GetComponent <GameManager> ().currency; turretHealth = GetComponent <TowerBehaviour> ().currentTurretHealth; switch (levelCase) { case 0: currentLevel = TurretLevel.Level0; break; case 1: currentLevel = TurretLevel.Level1; break; case 2: currentLevel = TurretLevel.Level2; break; case 3: currentLevel = TurretLevel.Level3; break; } }
// Update is called once per frame void Update() { currencyAvailable = GetComponent <GameManager> ().currency; switch (levelCase) { case 0: currentLevel = TurretLevel.Level0; break; case 1: currentLevel = TurretLevel.Level1; break; case 2: currentLevel = TurretLevel.Level2; break; case 3: currentLevel = TurretLevel.Level3; break; } }
public void increaseLevel() //functino to increase level { int currentLevelIndex = levels.IndexOf(currentLevel); //curentLevelIndex is set to the index of current level if (currentLevelIndex < levels.Count - 1) //if currentLevelIndex is less than levels count - 1 { CurrentLevel = levels[currentLevelIndex + 1]; //increase current level } }
private bool CanUpgradeTurret() //bool functino to check if turret can be upgraded { if (turret != null) //if turret is not null { TurretData turretData = turret.GetComponent <TurretData>(); //get component to the turretdata TurretLevel nextLevel = turretData.getNextLevel(); //get reference to the getNextLevel function if (nextLevel != null) //if next level does not return null { return(gameManager.Gold >= nextLevel.cost); //return gold is greater than next level cost } } return(false); }
void OnEnable() { CurrentLevel = levels[0]; //sets the currentlevel to level 0 }
void Start() { currentLevel = TurretLevel.Level0; fullHealth = GetComponent <TowerBehaviour> ().totalTurretHealth; tow = GetComponent <TowerBehaviour>(); }
// Use this for initialization void Start() { currentLevel = TurretLevel.Level0; Debug.Log(currentLevel); }
public void Setup(TurretLevel level) { this.level = level; }