void SpawnObject() { Building building = buildings[index]; if (LevelProgression.getLevel() >= building.lvlReq && LevelProgression.getWood() >= building.woodCost && LevelProgression.getStone() >= building.stoneCost && LevelProgression.getSeeds() >= building.seedCost) // Check if buildable { // Update game values LevelProgression.AddCivPoints(building.civVal); LevelProgression.AddPollPoints(building.polVal); LevelProgression.AddSeeds(-1 * building.seedCost); LevelProgression.AddWood(-1 * building.woodCost); LevelProgression.AddStone(-1 * building.stoneCost); // Calc location to spawn GameObject prefab = building.obj; Vector3 playerPos = player.transform.position; Vector3 playerDirection = player.transform.forward; Vector3 spawnPos = playerPos + playerDirection * spawnDistance; spawnPos.Set(spawnPos.x, spawnPos.y, spawnPos.z); // Spawn new object Instantiate(prefab, spawnPos, prefab.transform.rotation); } }
// Update is called once per frame void Update() { civPoints.text = LevelProgression.getCivPoints().ToString(); level.text = LevelProgression.getLevel().ToString(); polPoints.text = LevelProgression.getPollPoints().ToString(); stoneCount.text = LevelProgression.getStone().ToString(); woodCount.text = LevelProgression.getWood().ToString(); seedCount.text = LevelProgression.getSeeds().ToString(); }