public static void CreateTurret() { MagicStoneInterface instance = currentMagicStone; instance.myTurret = Instantiate(instance.turretPrefab, instance.teleportObject.transform.position, new Quaternion(0, 0, 0, 0)); instance.myTurret.GetComponent <Turret> ().Init(); instance.myTurret.GetComponent <Turret> ().turretNumber = turretCount; turretCount++; }
public void MovePlayer() { if (currentMagicStone != null) { currentMagicStone.gameObject.SetActive(true); } currentMagicStone = this; Player.SetPosition(transform.position); currentMagicStone.gameObject.SetActive(false); }
private IEnumerator BuildTurretCoroutine() { yield return(timeToBuild); MagicStoneInterface.CreateTurret(); if (buildingActivity != null) { buildingActivity.SetActive(false); } //gameObject.SetActive (true); gameObject.GetComponent <Animator>().ResetTrigger("Stop"); }
public static GameObject GetTurret() { MagicStoneInterface instance = currentMagicStone; if (instance.myTurret != null) { return(instance.myTurret); } else { return(null); } }
public void BuildTurret() { Debug.Log("Build Turret"); if (WaveManager.getCurrentPhase() != WaveManager.WaveManagerPhase.StopGame) { //Check if already built, try to upgrade? if (MagicStoneInterface.GetTurret() != null) { //Turret already exist. We need to check it for upgrade possibilities. if (2 > 3) //FIXME check for upgradeability // Upgrade { } else { //FIXME sfx error building/upgrading turret. NO WAI } } else { if (FinanceManager.TryWithdrawal(1)) //FIXME we need cost variable //gameObject.SetActive (false); { if (buildingActivity != null) { buildingActivity.SetActive(true); } StartCoroutine("BuildTurretCoroutine"); } else { //FIXME sfx turret build error no money } } } }