public void SelectTurretToBuild(TurretBlueprint turret) { turretToBuild = turret; selectedPanel = null; DeselectPanel_Building(); }
/* * public void BuildTurretOn(Panel_Building panel_building) * { * if (PlayerStats.Currency < turretToBuild.price) * { * Debug.Log ("Not enough cash boiiiiii"); * return; * } * PlayerStats.Currency -= turretToBuild.price; * GameObject turret = (GameObject)Instantiate (turretToBuild.prefab, panel_building.GetBuildPosition (), Quaternion.identity); * panel_building.turret = turret; * * Debug.Log ("turret built, currency left" + PlayerStats.Currency); * } */ public void SelectPanelBuilding(Panel_Building panel_building) { selectedPanel = panel_building; turretToBuild = null; panel_BuildingUI.SetTarget(panel_building); }
public void SetTarget(Panel_Building _target) // _target is passed though { target = _target; transform.position = target.GetBuildPosition() + UIoffSet; BuySellUI.SetActive(true); }
public void DeselectPanel_Building() { selectedPanel = null; panel_BuildingUI.Hide(); }