public void UpgradeRange() { DefenseTowers dt = curSelected.GetComponent <DefenseTowers>(); if (dt.weaponRate.upgrade.curLvl >= dt.weaponRate.upgrade.maxLvl) { maxedOut.Play(); return; } upgradeSound.Play(); dt.weaponRate.fireRate -= dt.weaponRate.upgrade.fireRate; dt.weaponRate.upgrade.curLvl++; }
public void UpgradeDamage() { DefenseTowers dt = curSelected.gameObject.GetComponent <DefenseTowers>(); if (dt.firePower.upgrade.curLvl >= dt.firePower.upgrade.maxLvl) { maxedOut.Play(); return; } upgradeSound.Play(); dt.firePower.damage += dt.firePower.upgrade.damage; dt.firePower.upgrade.curLvl++; }