public void CreateUnitTower() { Debug.Log("Create Unit Tower"); if (!init) { tower = Instantiate(choices[2].prefab, transform.position, Quaternion.identity) as GameObject; manager.AddGold(-1 * choices[2].cost); currTower = choices[2]; tower.transform.parent = this.transform; init = true; } // Functionality for slow tower construction here DisableTowerButtons(); }
public void CreateSlowTower() { Debug.Log("Create Slow Tower"); if (!init) { tower = Instantiate(choices[1].prefab, transform.position, Quaternion.identity) as GameObject; manager.AddGold(-1 * choices[1].cost); currTower = choices[1]; tower.transform.parent = this.transform; init = true; } else if (currTower.type == TowerType.slow) { Destroy(tower); tower = Instantiate(choices[currTower.upgradeOptions[0]].prefab, transform.position, Quaternion.identity) as GameObject; manager.AddGold(-1 * choices[currTower.upgradeOptions[0]].cost); currTower = choices[currTower.upgradeOptions[0]]; tower.transform.parent = this.transform; } // Functionality for slow tower construction here DisableTowerButtons(); }