public void endGame() { enemySpawner.SetActive(false); GameMenu.SetActive(false); SummaryGUI.SetActive(true); //Calculate Level End Reward int stars = gameSceneController.getCurrentStar(); if (stars == 3) { fm.increaseMoney(1000); } else if (stars == 2) { fm.increaseMoney(400); } else if (stars == 1) { fm.increaseMoney(250); } //Persist balance into global data.balance = fm.getBalance(); }
public void endGame() { enemySpawner.SetActive(false); GameMenu.SetActive(false); SummaryGUI.SetActive(true); //Calculate Level End Reward int stars = gameSceneController.getCurrentStar(); //TODO: [?] Determine if the player should be rewarded with/or without previous star count? if (stars == 3) { fm.increaseMoney(1000); } else if (stars == 2) { fm.increaseMoney(400); } else if (stars == 1) { fm.increaseMoney(250); } //Persist balance into global data.balance = fm.getBalance(); //Persist stars into global data.LevelStar[level] = stars; }
public void sellTower() { int id = gameSceneController.getChosenTowerNum(); Transform chosenTower = null; for (int i = 0; i < towerList.Count; i++) { if (towerList[id].GetComponent <BaseTowerBehavior>().getID() == id) { chosenTower = towerList[id]; } } if (chosenTower != null) { int stubid = chosenTower.GetComponent <BaseTowerBehavior>().getStubID(); int value = chosenTower.GetComponent <BaseTowerBehavior>().valueOf(); fm.increaseMoney(value); chosenTower.GetComponent <BaseTowerBehavior>().sell(); towerList.Remove(chosenTower); UpgradeBtnGroup.SetActive(false); stubList[stubid].gameObject.SetActive(true); } else { Debug.Log("Cannot find chosen tower!"); } }
void destroy() { //Reset hp = 100; waypointIndex = 0; //Reward fm.increaseMoney(myValue); //Recycle enemyFactory.recycle(transform.gameObject); }