void OnGUI() { if (isSelected) { //Debug.Log ("Selected"); // GUI.Button(new Rect(Screen.width /2, Screen.height / 20, 100, 30), bName); if (!isShowingRange) { // Transform t = transform.parent; // Debug.Log (t.name); // Transform rng = t.Find ("Range"); // rng.gameObject.GetComponent<MeshRenderer> ().enabled = true; transform.parent.Find("Turret").Find("Range").gameObject.GetComponent <MeshRenderer> ().enabled = true; isShowingRange = true; } // Add nodes to UI CannonFireAOE cnfire = transform.parent.Find("Turret").GetComponent <CannonFireAOE>(); NeuralNode n = cnfire.GetNode(); Texture2D a = n.getAllyTexture(); Texture2D e = n.getEnemyTexture(); Texture2D c = n.GetTargetTex(); Texture2D f = n.getFeatureTexture(); Sprite sa = Sprite.Create(a, new Rect(0, 0, a.width, a.height), new Vector2(0.5f, 0.5f)); Sprite se = Sprite.Create(e, new Rect(0, 0, e.width, e.height), new Vector2(0.5f, 0.5f)); Sprite sc = Sprite.Create(c, new Rect(0, 0, c.width, c.height), new Vector2(0.5f, 0.5f)); Sprite sf = Sprite.Create(f, new Rect(0, 0, f.width, f.height), new Vector2(0.5f, 0.5f)); nodeMan.setAllySprite(sa); nodeMan.setEnemySprite(se); nodeMan.setTargetSprite(sc); nodeMan.setFeatureSprite(sf); nodeMan.setB(n.b); nodeMan.setZ(n.lastZ); nodeMan.numEneInRange = cnfire.numEnemiesInRange; nodeMan.numAllyInRange = cnfire.numAlliesInRange; // Place tower picture and name GameObject.Find("UIManager").GetComponent <InfoManager>().setTowerName(bName); Sprite icon = null; string sellPrice = ""; if (bName == "Basic Tower") { //Debug.Log("Basic Tower Selected"); icon = Resources.Load <Sprite>("Sprites/BasicTower"); sellPrice = "$140"; } else if (bName == "Radial Tower") { //Debug.Log("Radial Tower Selected"); icon = Resources.Load <Sprite>("Sprites/RadialTower"); sellPrice = "$210"; } else if (bName == "Sniper Tower") { //Debug.Log("Sniper Tower Selected"); icon = Resources.Load <Sprite>("Sprites/SniperTower"); sellPrice = "$350"; } else if (bName == "Machine Tower") { //Debug.Log("Machine Tower Selected"); icon = Resources.Load <Sprite>("Sprites/MachineTower"); sellPrice = "$350"; } else if (bName == "Splash Tower") { //Debug.Log("Splash Tower Selected"); icon = Resources.Load <Sprite>("Sprites/SplashTower"); sellPrice = "$525"; } else { icon = Resources.Load <Sprite>("Sprites/black"); sellPrice = ""; } //Debug.Log(sellPrice); GameObject.Find("UIManager").GetComponent <InfoManager>().setTowerImage(icon); GameObject.Find("UIManager").GetComponent <InfoManager>().setTowerPrice(sellPrice); } else if (isShowingRange) { transform.parent.Find("Turret").Find("Range").gameObject.GetComponent <MeshRenderer> ().enabled = false; isShowingRange = false; // Remove nodes from UI // I'm not so sure we want to do that. We may as well let the player casually look at the masks and z. // nodeMan.resetAll(); GameObject.Find("UIManager").GetComponent <InfoManager>().resetAll(); } }