public void SelectTurretToBuild(TurretBlueprint turret, ChampShop champShopGiven) { turretToBuild = turret; selectedNode = null; champShop = champShopGiven; DeselectNode(); }
public void SelectNode(Node node) { if (node == selectedNode) { DeselectNode(); return; } selectedNode = node; champShop = null; turretToBuild = null; turretUI.SetTarget(node); }
private void BuildTurret(TurretBlueprint blueprint, ChampShop champShop) { if (PlayerStats.money < blueprint.cost) { Debug.Log("not enough money"); return; } champShop.GetGameObject().GetComponent <Button>().interactable = false; buildManager.TurretBuild(); turretBlueprint = blueprint; GameObject effect = Instantiate(buildManager.buildEffect, GetBuildPosition(), Quaternion.identity); Destroy(effect, 5f); GameObject _turret = Instantiate(blueprint.prefab, GetBuildPosition(), Quaternion.identity); currentTurret = _turret; PlayerStats.money -= blueprint.cost; }
public void SelectViktor(ChampShop champShop) { Debug.Log("Viktor turret selected"); buildManager.SelectTurretToBuild(viktor, champShop); }
public void SelectTristana(ChampShop champShop) { Debug.Log("Tristana turret selected"); buildManager.SelectTurretToBuild(tristana, champShop); }
public void SelectJinx(ChampShop champShop) { Debug.Log("Jinx turret selected"); buildManager.SelectTurretToBuild(jinx, champShop); }
public void SelectLaserBeamer(ChampShop champShop) { Debug.Log("Laser turret selected"); buildManager.SelectTurretToBuild(laserBeamer, champShop); }
public void SelectMissileTurret(ChampShop champShop) { Debug.Log("Missile turret selected"); buildManager.SelectTurretToBuild(missileLauncher, champShop); }
public void SelectStandartTurret(ChampShop champShop) { Debug.Log("standart turret selected"); buildManager.SelectTurretToBuild(standartTurret, champShop); }