public int GetNeededAmount(ref bool isUpgrade) { int amountNeeded = 0; FPSBuilderManager builder = FPSBuilderManager.Instance; if (currentLife < totalLife) { amountNeeded = totalLife - currentLife; if (amountNeeded > builder.maxRepairAmount) { amountNeeded = builder.maxRepairAmount; } if (builder.currentResources < amountNeeded) { amountNeeded = builder.currentResources; } isUpgrade = false; } else if (upgrades != null && upgrades.Length > 0) { amountNeeded = upgrades[currentUpgradeIndex].cost - currentUpgradeProgress; if (amountNeeded > builder.maxRepairAmount) { amountNeeded = builder.maxRepairAmount; } if (builder.currentResources < amountNeeded) { amountNeeded = builder.currentResources; } isUpgrade = true; } return(amountNeeded); }
private void OnTriggerEnter(Collider other) { FPSBuilderManager builder = other.GetComponent <FPSBuilderManager>(); if (builder) { builder.currentResources += value; gameObject.SetActive(false); } }
void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); return; } isBuilding = false; builds = new List <Buildable>(); playerView = Camera.main; }