Exemplo n.º 1
0
    public void SellPen()
    {
        InventoryManager.instance.money += animalPenBlueprint.GetSellAmount();

        //add effect

        Destroy(animalPen);
        animalPenBlueprint = null;
    }
Exemplo n.º 2
0
    //test below override
    //private GameObject penToBuild;


//idea

/*
 *  void Start()
 *  {
 *      penToBuild = standardPenPrefab;
 *  }
 *
 */

    public void SelectPen(Node node)
    {
        if (selectedPen == node)
        {
            DeselectNode();
            return;
        }
        selectedPen = node;
        penToBuild  = null;

        nodeUI.SetTarget(node);
    }
Exemplo n.º 3
0
    /*void OnMouseDown ()
     * {
     *  if (EventSystem.current.IsPointerOverGameObject())
     *      return;
     *
     *  if (animalPen != null)
     *  {
     *      buildManager.SelectPen(this);
     *      Debug.Log("cant build here - to do display on screen");
     *
     *      return;
     *  }
     *  if (!buildManager.CanBuild)
     *      return;
     *  //current script below removed for test
     *  BuildAnimalPen(buildManager.GetPenToBuild());
     *
     *  //build animalpen
     *  //GameObject penToBuild = BuildManager.instance.GetPenToBuild();
     * //  animalPen = (GameObject)Instantiate(penToBuild, transform.position + positionOffset, transform.rotation);
     * }*/

    public GameObject BuildAnimalPen(AnimalPenBlueprint blueprint)
    {
        if (InventoryManager.instance.money < blueprint.cost)
        {
            Debug.Log("you poor");
            return(null);
        }
        FindObjectOfType <AudioManager>().Play("Pen");
        InventoryManager.instance.money -= blueprint.cost;
        GameObject _pen = (GameObject)Instantiate(penPrefab, GetBuildPosition(), Quaternion.identity);

        animalPen = _pen;

        animalPenBlueprint = blueprint;
        penLevel           = 0;
        //add effect

        penPurchasing.HidePossiblePens();

        Debug.Log("pen has built");

        return(_pen);
    }
Exemplo n.º 4
0
 public void SelectAnimalPenToBuild(AnimalPenBlueprint animalPen)
 {
     penToBuild = animalPen;
     DeselectNode();
 }