// Update is called once per frame void Update() { int i = 0; Navi n = navi.GetComponent <Navi>(); while (i < held) { BattleChip bc = chips[i].GetComponent <BattleChip>(); if ((bc.color_code == n.combo_color)) // chip in combo { if ((n.combo_color != ChipData.WHITE) && (n.combo_color != ChipData.GREY)) // white and grey don't combo { if (n.combo_level <= 2) { bc.cost = (bc.base_cost - 1 >= 0) ? bc.base_cost - 1 : 0; // no negative cost } else // after 3rd chip in combo, discount become 2 { bc.cost = (bc.base_cost - 2 >= 0) ? bc.base_cost - 2 : 0; // no negative cost } bc.cost_icon.GetComponent <Outline>().enabled = true; } } else // reset all non-combo-color chips back to base cost { bc.cost = bc.base_cost; bc.cost_icon.GetComponent <Outline>().enabled = false; } i++; } }
// Use this for initialization void Start() { pos = transform.position; tr = transform; music = GetComponent <AudioSource>(); bg = GameObject.FindGameObjectWithTag("BattleArea").GetComponent <BattleGrid>(); shoot = Resources.Load("Music/shoot1") as AudioClip; damage = Resources.Load("Music/Hit1") as AudioClip; battleChip = GetComponent <BattleChip>(); }