public void CreateTower(string TowerType) { Vector3 Position = PgtNavigator.TowerSpawnPosition; // Rock towers at floor if (TowerType == Constants.TAG_TOWER_ROCKS) { Position.y = Constants.FLOOR_Y_POSITION; } // Arrow tower is on top of the tower. if (TowerType == Constants.TAG_TOWER_ARROWS) { Position.y = Position.y + gameObject.renderer.bounds.size.y / 2; } // Generate the instance Statics.GenerateInstance(Constants.COLLECTION_ALLIES, TowerType, Position); // Hide the control of the tower this.CreateControls[TowerType].SetActive(false); // Show the control to remove the tower this.RemoveControls[TowerType].SetActive(true); }
public static void SpawnBarricade() { // Spawn BARRICADE (Home) Statics.GenerateInstance(Constants.COLLECTION_ALLIES, Constants.TAG_BARRICADE, PgtNavigator.BarricadeSpawnPosition); //Statics.allies.GenerateInstance(AlliesCollection.BARRICADE, BarricadeSpawnPosition); }
public static void SpawnTrap() { // Spwan TRAP Statics.GenerateInstance(Constants.COLLECTION_NONE, Constants.TAG_TRAP, PgtNavigator.TrapSpawnPosition); }
public static void SpawnMainCharacter() { // Spawn JACK Statics.GenerateInstance(Constants.COLLECTION_ALLIES, Constants.TAG_JACK, PgtNavigator.JackSpawnPosition); //JackSpawnPosition //Statics.allies.GenerateInstance(AlliesCollection.MAIN_CHARACTER, JackSpawnPosition); }
public static void SpawnTower() { // Spawn Tower Statics.GenerateInstance(Constants.COLLECTION_NONE, Constants.TAG_TOWER_STRUCTURE, PgtNavigator.TowerSpawnPosition); //Statics.allies.GenerateInstance(AlliesCollection.BARRICADE, BarricadeSpawnPosition); }
public static void SpawnDog() { // Spawn DOG (pet) Statics.GenerateInstance(Constants.COLLECTION_ALLIES, Constants.TAG_DOG, PgtNavigator.DogSpawnPosition); //Statics.allies.GenerateInstance(AlliesCollection.BARRICADE, BarricadeSpawnPosition); }