// TODO: slight bug with mobile; after building tower, can't select a tower to see upgrades / deets UI // Issue seems to stem from TD_SBF_Node.cs public void SelectNode(TD_SBF_Node node) { // Controller Support if (buildDescBarSel.bIsNowBuildDescMode) { return; } if (selectedNode == node) { DeselectNode(); return; } if (buildDescriptionBar.gameObject.activeSelf) { cMan.DisableBuildDescriptionBar(); } selectedNode = node; turretToBuild = null; if (Screen.width >= Screen.height) { nodeUI_H.SetTarget(node); } else { nodeUI_V.SetTarget(node); } }
public void DeselectNode() { selectedNode = null; if (Screen.width >= Screen.height) { nodeUI_H.Hide(); } else { nodeUI_V.Hide(); } }
public void SelectTurretToBuild(TD_SBF_TurretBlueprint turret) { turretToBuild = turret; selectedNode = null; if (Screen.width >= Screen.height) { nodeUI_H.Hide(); } else { nodeUI_V.Hide(); } }
public void SetTarget(TD_SBF_Node _target) { Debug.Log("node ui - set target"); Debug.Log(_target); if (selectionEffect) { Destroy(selectionEffect); } target = _target; selectionEffect = Instantiate( TD_SBF_BuildManager.td_sbf_instance.selectionEffect, target.GetBuildPosition() + new Vector3(0, 0.420f, 0), Quaternion.identity); if (target.towerLevel == 1) { upgradeCost.text = "-" + (target.turretBlueprint.cost * target.turretBlueprint.upgradeCostMultiplier); upgradeButton.interactable = true; upgradeButton.GetComponent <Image>().enabled = true; } else if (target.towerLevel == 2) { upgradeCost.text = "-" + (target.turretBlueprint.cost * target.turretBlueprint.upgradeCostMultiplier * target.turretBlueprint.upgradeCostMultiplier); upgradeButton.interactable = true; upgradeButton.GetComponent <Image>().enabled = true; } else { upgradeCost.text = "MAX'D"; upgradeButton.interactable = false; upgradeButton.GetComponent <Image>().enabled = false; } sellAmount.text = "+" + target.turretBlueprint.GetSellAmount(_target.towerLevel); ui.SetActive(true); cMan.BelayTUBInteractability(); }