public override void GameElementUpgrade(GameElementBehaviour upgrade_behaviour) { BehaviourShooter shooter_behaviour = upgrade_behaviour as BehaviourShooter; _projectile = shooter_behaviour._projectile; _range = shooter_behaviour._range; _frequency = shooter_behaviour._frequency; _target_tag = shooter_behaviour._target_tag; _damage = shooter_behaviour._damage; }
protected override void Awake() { base.Awake(); name_string = "Shooter Cart"; if (projectile != null) { beh_shooter = new BehaviourShooter(this, projectile, damage, range, frequency, target_tag); Behaviours.Add(beh_shooter); Behaviours.Add(new BehaviourHealthPoints(this, health)); //Behaviours.Add (new BehaviourUpgradable(this, upgrade, upgrade_cost)); } }