private void ActivateTowers() { //activate all of the towers that are within the active energy range for (int i = 0; i < ResourceSystem.Instance.GetEnergy(); i++) { if (i > ActiveTowers.Count - 1) { break; } if (ActiveTowers[i].CompareTag("Energy")) { MiningTower tower = ActiveTowers[i].GetComponent <MiningTower>(); tower.EffectWorking = true; } else if (ActiveTowers[i].CompareTag("Tower")) { TowerTargeting tower = ActiveTowers[i].GetComponent <TowerTargeting>(); tower.EffectWorking = true; } } }
// Update is called once per frame void Update() { if (ResourceSystem.Instance.EnergyMax < ActiveTowers.Count) { for (int i = ResourceSystem.Instance.EnergyMax; i < ActiveTowers.Count; i++) { if (ActiveTowers[i].CompareTag("Energy")) { MiningTower tower = ActiveTowers[i].GetComponent <MiningTower>(); tower.EffectWorking = false; } else if (ActiveTowers[i].CompareTag("Tower")) { TowerTargeting tower = ActiveTowers[i].GetComponent <TowerTargeting>(); tower.EffectWorking = false; } } Debug.Log("Too many towers"); } }